Jump to content

Recommended Posts

It is not callibrated for different cartridge types or Advanced Ballistics Mod (we dont callibrate for 3rd party mods anyway). It is however calibrated to be able to estimate range to target. The mil spacing is correct (2 mil for soldier at 450m and 4 mils for 900m) for the 6.5-20x scope that it is on. Once you range, simply zero to the ranged distance and fire on center marker.

Of course it's not calibrated for different cartridges, it's a mil-based reticle. Reticles calibrated for a specific cartridge are called BDC (bullet drop compensating) type reticles.

My point is that with Advanced Ballistics you can, for example, index the scope exactly 3 mils. If everything was correct the bullet would then impact exactly 3 mils from the crosshair. After double checking that the scope was zerod I found that the bullet impacts about 2.25 mils off the crosshair. I do realize that this can mean two things: Either the reticle is not scaled correctly to the level of scope magnification, or Ruthberg has not scaled both his scope clicks and trajectory/atmospheric effects precisely to the rendered space within the game.

Also, something spanning 2 mil at 450m will span only 1 mil at 900m and would only be 90cm in size, so I assume you mean 4 mil at 450m and 2 mil at 900m which is just under 6ft which IS about right. Calibrating using target size isn't extremely precise and requires the target be exactly the size used in the calculation. As long as a soldier is scaled correctly then it sounds like you have it closer than my tests show so I'll have to get in touch with Ruthberg to find out if his mod is also calibrated to physical size.

Edited by DGeorge85

Share this post


Link to post
Share on other sites

Did you guys alter the animation for rockets ?

For some reason when you launch an m136 or an rpg7 it now feels super satisfying and powerful.

Share this post


Link to post
Share on other sites
Of course it's not calibrated for different cartridges, it's a mil-based reticle. Reticles calibrated for a specific cartridge are called BDC (bullet drop compensating) type reticles.

My point is that with Advanced Ballistics you can, for example, index the scope exactly 3 mils. If everything was correct the bullet would then impact exactly 3 mils from the crosshair. After double checking that the scope was zerod I found that the bullet impacts about 2.25 mils off the crosshair. I do realize that this can mean two things: Either the reticle is not scaled correctly to the level of scope magnification, or Ruthberg has not scaled both his scope clicks and trajectory/atmospheric effects precisely to the rendered space within the game.

Also, something spanning 2 mil at 450m will span only 1 mil at 900m and would only be 90cm in size, so I assume you mean 4 mil at 450m and 2 mil at 900m which is just under 6ft which IS about right. Calibrating using target size isn't extremely precise and requires the target be exactly the size used in the calculation. As long as a soldier is scaled correctly then it sounds like you have it closer than my tests show so I'll have to get in touch with Ruthberg to find out if his mod is also calibrated to physical size.

sorry i meant 4 mil at 450m and 2 mil at 900m (1.8m tall target), obviously typo there :)

Share this post


Link to post
Share on other sites
sorry i meant 4 mil at 450m and 2 mil at 900m (1.8m tall target), obviously typo there :)

Yea I figured. Even a seasoned mil vet will get it backwards now and again, hehe. I completely realize my concerns are only shared by a small number of players, so I appreciate your replies. It looks like I'll have to chat with Ruthberg to get his amazingly realistic ballistic simulation scaled properly to the physical size of objects, which will then make it possible to utilize the Horus in every way it was meant to be. If the reticle is spot on it will be an invaluable tool in testing. Thanks again.

Share this post


Link to post
Share on other sites
Yea I figured. Even a seasoned mil vet will get it backwards now and again, hehe. I completely realize my concerns are only shared by a small number of players, so I appreciate your replies. It looks like I'll have to chat with Ruthberg to get his amazingly realistic ballistic simulation scaled properly to the physical size of objects, which will then make it possible to utilize the Horus in every way it was meant to be. If the reticle is spot on it will be an invaluable tool in testing. Thanks again.

The reticle was made using the specsheet for the H59 (with the differences of H58 in mind) from the Horus website. Also keep in mind that BIS Sniper DLC will be coming sometime this year and perhaps things will change, but we are yet to know what improvements they will be bringing.

The wish is also to get away from discreet zooms (which is the only solid engine-wise way to do the reticle scaling) and script a normal zooming with reticle scaling as well.

And indeed I know that the Horus sights are meant to be used in more ways than just ranging (hitting targets without vertical or horizontal adjustments) but right now this is all we can do at this stage.

Share this post


Link to post
Share on other sites

@maturin - search for i.e. _this call rhs_fnc_hitHandler

@ Flippy_rage - are you using any 3rd party mods? Just tested BMD4 FCS and it was looking fine

Share this post


Link to post
Share on other sites

Hey,

why you dont use the sound of the m320 for the m4 gl??it now uses the vanilla sound...yours is really really better!!

Share this post


Link to post
Share on other sites
Technically in assault rifles that's to warn the shooter that is running low on ammo, but on the M2010 it's a mishap... We'll correct that.
Same problem with SVD.

Share this post


Link to post
Share on other sites

Awesome stuff again fellas, thanks for all the time and effort you guys put into this!

The only bugs I've found so far are the Desert AA Specialist (rhsusf_army_ucp_aa) forgot to bring his Stinger, also, when turned out, the driver of the M113 is pretty high up and his hands are above the cupola so it looks like he's using "the force" to steer.

Share this post


Link to post
Share on other sites
Same problem with SVD.

Indeed no sniping or silenced weapon should use tracer rounds. Enemy who have no line of sight to the firer or even to muzzle flash would surely react to seeing enemy tracer rounds; at least IRL. Hmm - does BIS AI react to the sight of tracers, or only to sound or muzzle flash? It ought to focus their attention on pinpointing the source. Maybe Robalo knows.

Now there is a non-torrent download updating this is at the top of my list. Great mod both in concept and execution. My thanks to all at RHS.

Share this post


Link to post
Share on other sites
Same problem with SVD.

Yeah I noticed and corrected them yesterday. But thanks for the report anyway :)

Share this post


Link to post
Share on other sites

Awesome, patch long awaited :)

I'd like to ask about the Sling loading, currently the Mi-8 is unable to carry any of the BMD's, it will only carry cars and boxes, is this intentional?

I always believed at least the BMD-1 and 2 would be carried by the Mi-8, it seems the Taru can carry them both but the Mi-8 just don't get the option, probably because of weight or something, intentional?

Also going to bring a bug report for the sling loading as soon as I can, with BMD1 and BMD2 attached with the Taru, decreasing collective in flight while attached kills your Anti Torque, cheers for the update again!

Share this post


Link to post
Share on other sites

The Mi8 is not a cargo helicopter, it can only sling load 2700kg, while a BMD1 weights 7500 kg.

The Taru is based on the american CH54, which is a cargo helo that can sling load a bit more than 9000 kg.

Two very different kinds of fish ( and they smell better than Surströmming ) :)

We'll check on the BMD1 bug.

---------- Post added at 16:10 ---------- Previous post was at 15:49 ----------

Five times in a row, the two US choppers crash with each other at the start of First Move mission. Usually all US soldiers are killed, but one time me and my chopper made it to insertion point (I was injured). This didn't happen with version 0.3.0.

I'll look into it.

Edited by MistyRonin

Share this post


Link to post
Share on other sites
Indeed no sniping or silenced weapon should use tracer rounds. Enemy who have no line of sight to the firer or even to muzzle flash would surely react to seeing enemy tracer rounds; at least IRL. Hmm - does BIS AI react to the sight of tracers, or only to sound or muzzle flash? It ought to focus their attention on pinpointing the source. Maybe Robalo knows.

Now there is a non-torrent download updating this is at the top of my list. Great mod both in concept and execution. My thanks to all at RHS.

They used to in A2:ACE rocking with Tracer was a real No NO unless you were instructed - not sure about A3... I've carried the habit over. I only use ball unless there is nothing else available.

Share this post


Link to post
Share on other sites

Hey guys,

as v0.4 probably needs some time until it gets released and seeing those bugs are already fixed, would it be possible to get a hotfix for these two bugs?

http://feedback.rhsmods.org/view.php?id=104

http://feedback.rhsmods.org/view.php?id=105

They are the only major bugs I encountered which have the potential to be gamebreaking - imagine a fully loaded Chinook exploding when the pilot gets in because of our beloved ArmA physics.

Share this post


Link to post
Share on other sites
Guest

New versions frontpaged on the Armaholic homepage.

================================================

You are not registered on Armaholic, or at least not that we are aware of. Soon we offer the possibility to authors to maintain their own pages.

If you wish to be able to do this as well please register on Armaholic and let me know about it.

This is not mandatory at all! Only if you wish to control your own content you are welcome to join, otherwise we will continue to follow your work like we have always done ;)

When you have any questions already feel free to PM or email me!

** Note: since this is a project on which more people are working we will contact you in the future to discuss how you want this to be setup on Armaholic.

Share this post


Link to post
Share on other sites

Awesome work on the patch guys, good to see the Mi24's will be less prone to exploding now

Share this post


Link to post
Share on other sites

I can't seem to change the zero on the RPG-26. Is this inrtentional? As I saw that the sights at the top are now being used instead of the peep sight.

Share this post


Link to post
Share on other sites
I can't seem to change the zero on the RPG-26. Is this inrtentional? As I saw that the sights at the top are now being used instead of the peep sight.

You can zero it with the normal sight ( peep sight ) not the top one.

Try [Control] + [Right Mouse] or whatever combination you have :)

Share this post


Link to post
Share on other sites

Are you using the standard or the dev branch?

If you are using the standard, your files may have been corrupted and you should download it again.

Share this post


Link to post
Share on other sites

Congrats on the new update guys,been having a blast with it,but ive still noticed a issue with the IFV's in the 3.0 and now in the 3.5 version,and that is when any BMP hits the water(sea,didn test it on rivers) is that they dont move any more,wheels turn but no movement. i didn see this come up before here or on your site(it might have been,dont know) no mods only vanilla A3 and RHS,

Love the new weapons sounds ,vehicles etc,only want to see some US marines infantry next ;) other than that its only that IFV prob, i cant complain really. great job on the mod and keep it going,cant wait to see the next update.

Share this post


Link to post
Share on other sites
Congrats on the new update guys,been having a blast with it,but ive still noticed a issue with the IFV's in the 3.0 and now in the 3.5 version,and that is when any BMP hits the water(sea,didn test it on rivers) is that they dont move any more,wheels turn but no movement. i didn see this come up before here or on your site(it might have been,dont know) no mods only vanilla A3 and RHS,

Love the new weapons sounds ,vehicles etc,only want to see some US marines infantry next ;) other than that its only that IFV prob, i cant complain really. great job on the mod and keep it going,cant wait to see the next update.

http://feedback.arma3.com/view.php?id=19911 arma 3 bug, vote it up so maybe they will take care of that one day

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×