mad_cheese 593 Posted April 8, 2022 Hello, I have a technical question. Some vehicles (ie the BM21 or D30) have no data defined for magazines or turret-magazines within cfgVehicles. I can also not seem to grab the weapon names the same way that I'm used to - have to say that I never was a config wiz. Maybe this is not even the right approach, I am trying to distinguish offensive artillery vehicles from ie recon ones like the PRP-3. Any pointers are appreciated! Share this post Link to post Share on other sites
reyhard 2082 Posted April 8, 2022 2 minutes ago, mad_cheese said: Hello, I have a technical question. Some vehicles (ie the BM21 or D30) have no data defined for magazines or turret-magazines within cfgVehicles. I can also not seem to grab the weapon names the same way that I'm used to - have to say that I never was a config wiz. Maybe this is not even the right approach, I am trying to distinguish offensive artillery vehicles from ie recon ones like the PRP-3. Any pointers are appreciated! D-30 has magazines in turret. As for BM-21, it is using pylons tech https://community.bistudio.com/wiki/Arma_3:_Vehicle_Loadouts Share this post Link to post Share on other sites
mad_cheese 593 Posted April 8, 2022 36 minutes ago, reyhard said: D-30 has magazines in turret. As for BM-21, it is using pylons tech https://community.bistudio.com/wiki/Arma_3:_Vehicle_Loadouts Thanks so much for the immediate feedback! I accidentally tested with the AT variant of the D-30 🙂 Pylon info was super helpful. Thanks for everything! Share this post Link to post Share on other sites
mortyfero99 10 Posted April 27, 2022 Hi I have a question about bmp 2. Why the commander periscope has no free view as the one of bmp 1 and bmp 3 ? Thank you Share this post Link to post Share on other sites
Richards.D 761 Posted April 28, 2022 Hello everyone, A bit of news to share with you- yes we didn't forget about releases, we just keep upping the stuff we're adding right now! We've had a few authors hard at work on some heavy lift. We already showed off the MTVR a few months back, and that's 99% good to go. But as Billy Mays (rip) says, "I'M NOT DONE YET!" The absolutely talented and amazing @Delta Hawk made a very special vehicle, the M916 Light Equipment Tractor (LET), and two trailers: the M871 and M870 trailers. We previously didn't think of including a tractor because without trailers they are effectively useless. Now @reyhard came through and made a working trailer system! Insane, I know. We'll have more to announce as we keep working on the system! As for lift, it doesn't end there either. We're hard at work on a newly injected HEMTT, as the old one was a bit inaccurate. It will also add two new models, the M1120A4 LHS, and the M983A4 Tractor. Further, the massive 10 wheel drive PLS A1 (M1075A1) will be added! M916 LET with the M870 "Lowboy" trailer. This type of trailer is typically used to transport vehicles, and can accommodate about 36,000kg. M916 on a road move with the M871 Trailer. This is a more traditional flatbed trailer. Notice the angle the trailer is at; this is due to the much larger wheels fitted to the M916 LET. A typical commercial highway tractor would have smaller wheels to ensure the load remains level, however this vehicle prioritizes performance on rough roads. It is carrying an intermodal container, sometimes called a CONEX in the US Army, or Sea Can elsewhere. A super early build of our M1075A1 PLS (Palletized Load System). This monstrous vehicle has 10 wheels, over 5 axles! It normally is driven 6x10, with all 6 rear wheels being powered. In adverse conditions the front 2 axles can be engaged for 10x10 drive. Each tire is 53", and this unarticulated vehicle is over 11 meters long! To assist in steering this house on wheels, it actually has 3 steering axles. The front 2 turn the direction the driver steers, while a steering replicator allows the 3rd axle to counter-steer. The turning radius however, remains shockingly bad. Just as in real life, the 600Hp 15L inline six engine is fitted to a 6 speed automatic transmission. The engine produces an incredible 1850lb ft of torque at low RPM. Although most US states limit commercial vehicles to 80,000lbs total (including the truck and trailer), US military vehicles are not bound by such regulations. Therefore, a PLS A1 when equipped with a trailer is capable of moving 135,000lbs, which again, is INSANE. All this power gets some stunning fuel economy, too. Stunningly bad, that is! A PLS A1 averages 2.5 Miles Per Gallon (117.5 l/100km). To give it some chance of range, it carries 704L of diesel! The PLS A1 is visually similar to the HEMTT, and shares a lot of components. However, that didn't stop me from being able to re-use very little, and it took another 6 months to model the PLS A1 while redoing the HEMTT A4 series. Thanks for everyone's support, stay tuned for more! 31 7 Share this post Link to post Share on other sites
da12thMonkey 1943 Posted April 28, 2022 21 hours ago, mortyfero99 said: Why the commander periscope has no free view as the one of bmp 1 and bmp 3 ? It does. BMP-2 commander's position has two optics: First one is the 1PZ3 sight slaved to the main gun so the commander can see what the gunner is pointing at - Commander can override the gunner while holding the Alt key (I think it's Alt anyway) in the 1PZ3 viewmode. The other is a movable TKN3 periscope same as the BMP-1 (but with the cupola mounted on the turret rather than the hull). Cycling between the different optics is done with the NUM+ and NUM- keys used to zoom in and zoom out. 2 Share this post Link to post Share on other sites
First Sea Lord Kiwi 54 Posted May 3, 2022 Is the LAR faction for the USMC going to be worked on? Share this post Link to post Share on other sites
Richards.D 761 Posted May 3, 2022 2 hours ago, First Sea Lord Kiwi said: Is the LAR faction for the USMC going to be worked on? If we have anything to announce we'll post it here! Share this post Link to post Share on other sites
wansec_6 200 Posted May 6, 2022 G'day RHS Devs, Congratulations on the announcement of the Heavy Haulage vehicles and working trailer system, it's been a feature that has been surely needed. Can I ask if you are intending to add any vehicles to support Maintenance activities? By this I mean trucks/humvees fitted with dedicated workshop bodies, towing/maintenance cranes etc. Looking forward to whatever the team turns out next. Keep up the good work. Regards Wansec_6 Share this post Link to post Share on other sites
t.g.1911 7 Posted May 7, 2022 Some times ago I have seen in VK the AEK 971 with a russian thermal optic. On your DEVs mod I find the AEK, but not the thermal optic. Do I miss something? 1 Share this post Link to post Share on other sites
soul_assassin 1750 Posted May 7, 2022 1 hour ago, t.g.1911 said: Some times ago I have seen in VK the AEK 971 with a russian thermal optic. On your DEVs mod I find the AEK, but not the thermal optic. Do I miss something?. Not injected yet. 1 Share this post Link to post Share on other sites
Richards.D 761 Posted May 7, 2022 On 5/5/2022 at 8:31 PM, wansec_6 said: G'day RHS Devs, Congratulations on the announcement of the Heavy Haulage vehicles and working trailer system, it's been a feature that has been surely needed. Can I ask if you are intending to add any vehicles to support Maintenance activities? By this I mean trucks/humvees fitted with dedicated workshop bodies, towing/maintenance cranes etc. Looking forward to whatever the team turns out next. Keep up the good work. Regards Wansec_6 I don't think immediately. The PLS A1 can support the M7 Forward Repair Facility, but it's quite a bit of work for something niche. Share this post Link to post Share on other sites
wansec_6 200 Posted May 8, 2022 G'day @Richards.D. Thanks for the reply. Having additional maintenance assets would be a good thing, but I understand that a lot of work would be required to create them for, as you say, a niche in the community. Has the Dev Team ever contemplated adding any Australian Assets into the GREF package? Keep up the great work. Regards Wansec_6 Share this post Link to post Share on other sites
PuFu 4600 Posted May 8, 2022 16 hours ago, wansec_6 said: Has the Dev Team ever contemplated adding any Australian Assets into the GREF package? Not directly as previously said, gref is supposed to be the place for stuff that development team wants / has done and would still fit armaverse, yet it would’t have a place into the other mods. Share this post Link to post Share on other sites
sv5000 127 Posted May 8, 2022 Hey RHS crew. Are there any plans to add further weapons loadouts to Soviet Choppers? Like the GUV8700 pod? Share this post Link to post Share on other sites
wansec_6 200 Posted May 9, 2022 G'day @PuFu, Thanks for the reply. I missed that important bit of info regarding the Gref Faction. Regards Wansec_6 Share this post Link to post Share on other sites
froggyluv 2136 Posted May 9, 2022 Ok im not literate at all in gun hardware - but thought I remembered that RHS had an actual ingame working PiP scope. I see some scopes are referred to as PiP, but they seem like a pseudo mockup where as in the one i remembered from here was actual image within image (albeit low-res) it was still fun to play with. Was it discontinued as i cant find it anywhere Share this post Link to post Share on other sites
t.g.1911 7 Posted May 9, 2022 On 5/7/2022 at 8:38 PM, soul_assassin said: Not injected yet. Thanks for your answer and thanks to the team for all this great stuff you give to us. Share this post Link to post Share on other sites
AZCoder 922 Posted May 10, 2022 7 hours ago, froggyluv said: Ok im not literate at all in gun hardware - but thought I remembered that RHS had an actual ingame working PiP scope. I see some scopes are referred to as PiP, but they seem like a pseudo mockup where as in the one i remembered from here was actual image within image (albeit low-res) it was still fun to play with. Was it discontinued as i cant find it anywhere On the pause menu, click RHS - Game Options, "Preferred Optic", choice of 2D, 3D, and PiP. 1 1 Share this post Link to post Share on other sites
[GSF] Georgians 3 Posted May 14, 2022 What about it? John Cockerill Defense - Cockerill® CPWS Gen.2 Share this post Link to post Share on other sites
Jackal326 1182 Posted May 14, 2022 7 hours ago, [GSF] Georgians said: What about it? John Cockerill Defense - Cockerill® CPWS Gen.2 https://www.rhsmods.org/faq#1 Share this post Link to post Share on other sites
dragon01 903 Posted May 18, 2022 So, what your guys' take on Reforger? A harbinger of a bright new future, full of customizable guns, fully modeled, clickable vehicle interiors and PIP optics for everyone, or the end of ArmA and RHS as we know it and the start of console armageddon? 🙂 Myself, I'm hopeful, but what we got so far isn't much on its own. That said, it seems like they did address most major sources of clunkyness of the UI we were stuck with in RV, and performance is better, as well. The modding tools are mighty, and Enfusion is more or less everything I thought it'd be. It's not ArmA4, but it's a damn good start IMO. I'm really looking forward to the RHS take on the new capabilities. 4 Share this post Link to post Share on other sites
reyhard 2082 Posted May 21, 2022 Small showcase video showing how M916 truck works in-game. Anyone can check it on their by using RHSUSFDEV builds. System is still work in progress and i.e. unloading and loading of vehicles needs to improved (there are very little restrictions right now for instance ) 18 Share this post Link to post Share on other sites
abs 2 Posted May 25, 2022 On 5/21/2022 at 3:10 AM, reyhard said: Small showcase video showing how M916 truck works in-game. Anyone can check it on their by using RHSUSFDEV builds. System is still work in progress and i.e. unloading and loading of vehicles needs to improved (there are very little restrictions right now for instance ) That's so cool! ArmA has come a long way! 🙂 Great work! Abs 1 Share this post Link to post Share on other sites
mickeymen 324 Posted June 7, 2022 Good Day RHS team. I read the info from your site, in the Documentation/FAQ section Quote Will there be tank interiors? Vehicle interiors take a massive amount of effort to make, with often little to no functional return. We avoid making them when not needed functionally, like in tanks. Vehicles where you cannot get away with not having an interior, such as ones that have cargo positions, will receive fully detailed ones. Let me pour out just a few thoughts about... The fact is that I was always upset that there were no interiors for heavy armor in the RHS. Since this fact will always downplay the RHS quality, making it somewhat lower than the quality that a vanilla game is able to give the player. Yes, outwardly many RHS vehicles are superior in quality to vanilla game vehicles, but due to the lack of interiors they lack immersiveness and in some cases (damage to the rotating parts of the optics), even functionality. After all, it is very boring to look into a small black hole (here I meant most russian tanks) throughout the game if you are a tanker. Besides the player sees only 20-30% of the entire screen and can see just ahead/ Quote We avoid making them when not needed functionally, like in tanks I cannot agree that the tank interior is not functional, even if RHS don't use the modern dashboards. For example, every time when the gunner's turret or the commander's rotating optics are damaged, they sink to the ground and lose their ability to rotate. In this cases the tank becomes unusable for player on the commander and gunner places, due to the lack of opportunity to see something. While with the presence of the interior and damage to the rotating optics, it was still possible to monitor the situation/path by mean rotating your head to observe via observation windows! In general, I will not ask you to make interiors for all heavy armor, as I understand that this is a hell of a job. Other than that, at this point in Arma's 3 life, it's unlikely to happen... I just want to ask - why didn't you guys at least make black 3D interiors like they did in the Global Mobilization DLC? In this case, detailed modeling and texturing of the interior are not needed. What matters only is the shape of the cabin and its functional viewing windows. and thus the community would receive at least a partially functional interiors for heavy armored vehicles! It would look ten times better than what it is today. And modeling black 3D interiors would take a lot less time. I think such an addition would be great for the RHS. Just a question + food for thought... 2 2 Share this post Link to post Share on other sites