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To add what RedPheonix said. Because of US infantry squads structure, and M2 IFV's infantry capacity, we had a real headache to create a proper structure of these mech squads. Thus don't be surprised if a single US mechanized infantry squad with IFV's will have huge firepower, and please do not complain, this was the best and as close to reality as possible we came up with ArmA AI limitations. ;)

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Hey guys, I noticed that the classname in the wiki for the M84 flashbang and the M19 mine are wrong - it should be "rhs_mag_mk84" instead of "rhs_ammo_m84" and "rhs_mine_M19_mag" instead of "rhs_mine_M19_ammo". Also the hints "Grenades are part of the cfgMagazines superclass unlike other weapons which are part of cfgWeapons." and "Mines are part of the cfgVehicles superclass unlike other weapons which are part of cfgWeapons." are missing for the US side.

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I hate to ask but I have to try, my group is planning a campaign using this lovely mod, we're looking forward to it quite a lot but we're becoming more and more paranoid about not getting the fixes for Russian Helicopters etc before we start :o

Will the patch come out around January possibly? Don't care to give me a straight answer if you can't, but I have to try to ask considering we're basing our next 6 weeks around RHS on Bornholm ;)

Russians will be invading the Danes! But sadly the Helicopters don't have AFM yet and the Mi-24 obviously have that known fuel issue. Looking forward to finally getting to play as the Russians once more :d

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Will the patch come out around January possibly? Don't care to give me a straight answer if you can't, but I have to try to ask considering we're basing our next 6 weeks around RHS on Bornholm ;)

As we said in the Facebook:

Behålla lugnet och det ska komma nästa söndag :P

Edit: RedPhoenix, ninja!

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As we said in the Facebook:

Behålla lugnet och det ska komma nästa söndag :P

Edit: RedPhoenix, ninja!

4 Minutes... Really?! :D

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Haha, I'm having issues since I rarely see your posts pop up on Facebook! I'll keep up to date there from now on, Cheers for the answer. Tack för svaret

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The Groups are still WIP. The first overhaul will arrive in 0.3.5. I have taken the time together with Damian and MistyRonin to rework the Bradley Mech.Inf. group composition. The same will apply for M113 and russian Mech.Inf. as well at some point.

Classnames of items, vehicles, weapons and such will not change.

Thanks RedPhoenix. I based my dynamic West to East mission on RHS and it sounds like minor to no rework so far.

Looking forward to the release.

I will now shamelessly plug it here:

http://forums.bistudio.com/showthread.php?t=187131

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To add what RedPheonix said. Because of US infantry squads structure, and M2 IFV's infantry capacity, we had a real headache to create a proper structure of these mech squads. Thus don't be surprised if a single US mechanized infantry squad with IFV's will have huge firepower, and please do not complain, this was the best and as close to reality as possible we came up with ArmA AI limitations. ;)

Does this mean that RHS will be increasing the number of dismounts that a Bradley can hold?

I recently began creating a series of missions based off of a Bradley platoon, but the limitation of only 6 dismounts in each vehicle is a real hit until a workaround can be made.

togcwkiwkvcwr2ozg.jpg

The organization above is taken from FM3-21.71 section 1-6, and shows a total of 30 dismounts split between 4 vehicles, indicating that each Bradley is carrying 7-8 dismounts at least.

Changing the Bradley's capacity, even if it is a ghetto workaround where they are sitting on the floor ect... would be greatly appreciated!

FM3-21.71 for reference: http://armypubs.army.mil/doctrine/DR_pubs/dr_a/pdf/attp3_21x71.pdf

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The organization above is taken from FM3-21.71 section 1-6, and shows a total of 30 dismounts split between 4 vehicles, indicating that each Bradley is carrying 7-8 dismounts at least.

Nope. The organization pic above only shows that a full-manned Bradley platoon consists of 4 Bradley vehicles and 3 infantry squads.

As usual, most of the units are not fully manned, specially in combat. Said that, the max. passengers per vehicle is 6-7 ( depending on the model ), and these are already crowded as hell.

How do these 3 squads fit in the Bradleys, well each vehicle carries aprox. a fire team and a half.

In a perfect World would be something like this:

http://www.armchairgeneral.com/wordpress/wp-content/uploads/image014-a.png (129 kB)

But then again, World is not perfect, so usually different combinations are done, that depend on the tactical requirements and resources for each mission.

In our mod's Bradley the max capacity is 6, so as in real life we had to reach a consensus.

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This is wonderful. Many thanks to the RHS team for this mod.

Best wishes for 2015 to you all

Orc

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As usual, most of the units are not fully manned, specially in combat. Said that, the max. passengers per vehicle is 6-7 ( depending on the model ), and these are already crowded as hell.

Where is your source for this? It seems very illogical to assume that a unit would be structured in a way that it was not capable of transporting all of it's members to and from a fight.

In a perfect World would be something like this:

http://www.armchairgeneral.com/wordpress/wp-content/uploads/image014-a.png (129 kB)

But then again, World is not perfect, so usually different combinations are done, that depend on the tactical requirements and resources for each mission.

In our mod's Bradley the max capacity is 6, so as in real life we had to reach a consensus.

The image that you linked, as seen below is from an old release of FM3-21.71 dating to 2002. You even contradict yourself with the picture as it clearly shows 7 dismounts being assigned to a Bradley. To fully support what you just showed as a "Perfect picture" the mod's M2A3 Bradley would need to hold 7 instead of the current 6.

figa-2.gif

Not only that, but the 2002 version of FM3-21.71 that this image is from also provides a platoon seating plan in the next section, showing just how all 7 dismounts would be positioned in a Bradley.

figa-3.gif

Asking for more seating is a reasonable request that I hope you guys will consider so that we can field mechanized platoons more reflective of their real-life counterparts.

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Yeah we can try to fix this but not for next release, as this will also require some changes to Bradleys interior models. I hope you understand that we do not have time to fix this for 0.3.5 as there are still some other fixes we need to do, and there is also a lot of other work to do.

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Yeah we can try to fix this but not for next release, as this will also require some changes to Bradleys interior models. I hope you understand that we do not have time to fix this for 0.3.5 as there are still some other fixes we need to do, and there is also a lot of other work to do.

Appreciate the response and I more than understand there is alot on your guys plate right now. I wanted to ensure that you guys were aware of this so that it can be resolved. Remaking the interior to also have the spot for the 7th man is time consuming, and I can can say that personally I wouldn't care if you just sat him down in the middle of the current area instead, heck ACE 2 put someone up in the roof of the MI-17 and AAVP to get all of the spaces accounted for!

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Well RHS is known for quality, so we won't do something as ad hoc sollution that won't match with quality standards. ;)

I will consult this later with Gurdy if reworking Bradleys interior can be done.

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Where is your source for this? It seems very illogical to assume that a unit would be structured in a way that it was not capable of transporting all of it's members to and from a fight.

My acquaintances in the US Army. And if it seems very illogical, uh... I guess you haven't served in any army...

You even contradict yourself with the picture as it clearly shows 7 dismounts being assigned to a Bradley. To fully support what you just showed as a "Perfect picture" the mod's M2A3 Bradley would need to hold 7 instead of the current 6.

Where do I contradict myself? I clearly said:

Said that, the max. passengers per vehicle is 6-7 ( depending on the model ), and these are already crowded as hell.

And later I said:

In our mod's Bradley the max capacity is 6, so as in real life we had to reach a consensus.

No contradiction.

Asking for more seating is a reasonable request that I hope you guys will consider so that we can field mechanized platoons more reflective of their real-life counterparts.

No one said otherwise, but not a priority at all. So maybe, and only maybe at long long term.

Edited by MistyRonin

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Dam, can't wait for the release of the new version. My mail got spammed because of ammout of my tickets were changed ;) .

Edited by Tachi

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We are prepping for release. To get you guys even wetter yet I'll leak the changelogs for the upcoming version ;)

AFRF

@ Damage and hitpoints on helicopters

^ Compatibility with other mods using Su-25 and Ka-52 in terms of skeleton manes

^ Improved Mi-24 Advanced Flight Model configuration

@ Graphical glitches on BTR-70 and BTR-80

@ Missing ; token in BMP-2 PhysX config

^ Damage scripts for vehicles

^ HEAT penetrator behaviour

@ MaxFordingDepth for all vehicles

@ Flying ESS goggles in distant LODs

@ Residual NV grain effect for some custom FCS

@ Commander FCS for BMD-4

@ T-72B group names

^ Less debug info in RPT from certain scripts

@ Gear change & wipers sound using animationSourceSound

^ Gear change animations

^ RPG-26 and RShG-2 functionality improvements

^ Reduced helmet armour

@ AI not engaging Ka-52

@ Fixed T-80U some proxies not hiding on destruction

+ Added: T-72B3

+ Added: Custom sounds for all heavy and light weapons

+ Added: ZEUS mission

+ Added: Mi-24 with sling load rack

^ Tweaked damage textures for BTR-60, ZSU-23-4, UAZ & URAL

^ Tweaked T-72B obr. 1985g & T-80BV hitpoints

@ Decals breaking if URAL and Tigr were on the same map

^ RequiredVersion added to all folders

^ General cleanup of unused resources

^ RPG-7V2, SVD resolution and shadow improvements

^ Resolution and shadow improvements for all scopes

^ Buoyancy improvements for all vehicles (TankX based vehicles still cannot maneuver in water)

@ Snorkel script

^ Tweaked Mi-24 cargo shadows

^ Tweaked Su-25 shadows

- Removed HMD from Ka-60

@ Fixed Ataka resolution LODs order

^ Added cfgPatches entries to a3 stuff for better compatibility

@ Fixed Mi-8 rpt enginehit errors

@ Fixed PRP-3 using bmp1 physx config instead of bmp2

^ Tweaked ammo values

^ Tweaked destruction materials for Tigr

^ Tweaked RPG-26 position while on back

^ Improved btrs geometry convexity

@ Internal shadows in BMP-1/2

+ Added: EKP-1S-03

+ Added: 1P63

@ Lights selections on t72

^ Texture improvements for RPG-7V2 and PKP

^ Hind texture tweaks

^ TM-62 and PNM-2 mines are triggered by magnetic targets of >200kg

^ Increased Tigr engine armour

@ Added missing VV BMP-2 variants to cfgPatches

^ T-72B model improvements

@ Commander triplex uv maping on btr70/80

@ Mi-8 cruise speed

^ Added new driver optics to 2S3

@ Commander optics stabilization on T-80

@ Changed M112 ATGM to M119 on T-80A/U

@ Changed T72 FCS 'laser' & PL1 - should improve AI behaviour in T72, T80 (without letter) & Sprut-SD

@ Reduced Mi24 fuel consumption rate

@ Tweaks to TGP-A silencer

^ Improvements of Gaz-66 gearbox

^ Changed inertia for MGs

@ Fixed some errors in 1G42 & 1G46 FCS

+ Added Kobra reticle [press / on numpad to change reticle (default secondary optics mode key)]

@ Removed unused muzzleFlash effects entries

@ Missing gunner getin dir memory points for UAZ open

@ Fixed welcome screen handler

@ Replaced TKN-1S with TKN-3 on BTR-80

@ Removed wire cutter from pilot view of UMTBS backpack

@ Reduced door action range on mi24

+ Added camo selection for vests (using hidden selections)

@ Fixed last resolution LOD of 6B23 with 6Sh92

@ Fixed some RPT errors (Ural missing oil source, cannot create FXcatridge_big, missing sections in diagnostic build)

@ Fixed non closed structure on T-80U turret proxy shadow (shadow artefact)

@ Fixed bmd4 grain effect in driver optics

+ Added FCS calculations for PKT in BMD4

@ Fixed Sprut-SD elevation bug

^ Improved damage handling script (performance optimizations)

@ No crosshair on 3rd person for Russian armament

@ 2S3 gunner view issues

^ New engine and suspension dataset for Gaz Tigr

@ Fording depth for Ural increased

+ Added rpg7 magazines models

^ Added motor burning texture to rpg7 projectiles

^ Improved firegeo and shadows of T-72B

+ Added hint if extended armour is turned on & there are RHS vehicles on the map

+ Added A2 RPG7 reload animation

@ Gaz-66 Repair vehicle (No repair options)

+ Added Gaz-66 Ammunition resupply truck

^ New damage textures for older T-80s

@ Decals on T-80s disappear on destruction

^ Small torque curve corrections for BMP1 and BMP2

^ UAZ name changed to newer model

^ RPG gunners will now attack helicopters with PG-7V rockets

+ Added reload sequences to AK74M rifles

^ Tigr interior updated with better camo and normals file

^ Reload sounds for AK family, PKP

^ Added bipod functionality to PKP (Ctrl+C)

^ Some infantry units now have scopes

^ PhysX Update for UAZ

+ Added: Flora boonie hat

^ Added cannon fire camera shake for RU air vehicles

^ Increased 7.62 round damage

@ Arma 2 vehicle thermal map fixes

@ Removed driver triplex zoom

@ Fixed Mi-8 AMTSh muzzle flashes

^ Enabled T-72B commander NSVT

^ BTR geometry fixes

^ Added stock fold functionality to simple AK (Ctrl+C)

^ Removed ability to mount optics on folded AK

^ Removed radar from Mi-24

@ PSO ranging and zeroing correct

+ Added 1PN93-2 sight (Night sight for RPG-7V2)

^ Correct ranging for PGO-7V3 sight

+ Slingload feature added to appropriate vehicles

^ Added editing zone size param to ZEUS missions

USAF

@ Fixed & improved heli hitpoints

+ Added slingload ability to CH47 & UH60

- Removed radar from Bradley

@ Fixed maxFordingDepth for M1, M2, M109 & M113

^ Fixed m113 bottom textures

^ Added resolution LODs to M113

^ Improved M113 fire geometry

^ Improved m113 gunner view

@ Added new muzzle flash to M113A3

@ Fixed M1 hitpoints (added track hitpoints, tweaked turret hitpoints)

+ Added slingload ability to M1025

@ Fixed ELCAN mipmaps

^ Changed M249 magazine mass

^ Replaced weapon modes with isSelected on at launchers

@ Fixed stinger missile still inside tube after launch

^ Added sight folding on at4

@ Changed Bradley he-t tracer

^ Reduced lag in gunner view while firing Bradley autocannon

^ Added slingload max cargo mass params to CH47 & UH60

^ US Army Infantry - Uniform 'shine' removed.

@ Fixed muzzlepos error in RPT for Javelin & Stinger

^ Tweaked vest shadows

^ Added resolution LODs for US weapons & accessories

^ Added resolution LODs for us soldier model

^ Added resolution LODs for M1A2SEPv1 desert versions

+ Added: New sounds for all US weapons and heavyweapons

^ Added numberPhysicalWheels param to various vehicles

^ Tweaked commander HMG script

^ Tweaked M113 resolution LODs (IFF panel visible in every res lod)

^ Tweaked M1A2 tusk hitpoints

^ Added resolution LODs for M1A2

^ Added resolution LODs for M1A1

^ Tweaked M136 power

^ New PhysX dataset for M113A3

^ Improved M68 CCO hex texture

@ Added rocket motor fire to AGM-65

^ New PhysX dataset for M1A1 Abrams

@ Fixed HMMWV passenger mirror view

@ Fixed medic IOTV variant shadows in distant LODs

^ Buoyancy fixes

+ All pbos now require 1.32 minimum

+ Added CH-47 textures by CptDavo

^ Fixed M113 gunner hand anims

@ Removed decal related RPT spam

@ Fixed wheel reference not initialized RPT errors on M113

@ Fixed missing ; errors in M1 config

^ Changed mass of M19 mine

@ Fixed crouch bug with AIA TP

@ Abrams tracks turning the wrong way

@ Coax muzzle flash to Bradleys

@ Fixed commander hatch inheritance in M2 skeleton

@ Fixed TOW selection in second resolution lod in M2A2

@ Fixed rhsusf_m113d_usarmy: Recoil - unknown animation source recoil_source RPT error

@ Fixed unknown animation source zaslehROT_HMG2 RPT error on M1A1

@ Added new lights config for m113

@ Fixed zbytek selection in res LODs of M113

@ M109A6 thermals fixed

^ Added minTotalDamageTreshold to M113

@ Fixed M1 damgeHide selections

@ Fixed unresponsive suspension on both HMMWVs

@ Deforming strap on IOTV. More consistency in LOD transitions on various vests.

@ Fixed all M2 cog. Less prone to flipping.

+ Added reload sequences to M4, M16 rifles.

@ Fixed tracer mags

@ Added tracer every 4 rounds to M249 mag

@ Fixed silencer for M4/M16 family (now uses 5.56 silencer instead of 6.5)

@ M109: Right side track teeth do not animate.

@ HMMWVV driver sits very high

+ Add AGM Javelin TopDown mode (AGM)

@ Fixed M2A3 Busk III antena shadows

^ New PhysX dataset for Bradley

^ Brighten black platoon markers

^ Bradley texture fixes and woodland setup

+ Added M67 grenade and gave NVGs to troops

@ Improved M4 barrel geometry

+ Added: Leupold Mk4 6,5-20x50mm ER/T M5

+ Added: KAC rail covers

+ Added: AR Assistant (M249)

@ Increased ammo loadouts

+ Added FFV to appropriate vehicles

+ Added armed HMMWVVs (M2 and Mk19)

+ Added: M2010

@ Added door anims to UH60

+ Added slingload capability to appropriate vehicles

@ Rear sight and zeroing improved in M136

^ Fixed M1025 trunk action

+ Added patchless infantry model with insignia support

@ Improved M68 CCO red dot visibility during night

@ Added cannon fire camera shake for US air vehicles

^ Reduced M84 flashbang damage

@ Lowered crewExplosionProtection for HMMWVVs with tarp doors

@ HMMWVV crews should now get engaged by enemies

^ Arma 2 vehicle thermal map fixes

^ Removed zoom from driver triplex

@ Removed M320 from 1st Cav SL & TL

@ Mildot, 3.5-10x30mm and 6.5-20x50mm Leupold Mk4 reticles is now accurate and can be used for proper sighting

^ Reduced explosion shielding on Bradley tracks

:) coming soon...

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My acquaintances in the US Army. And if it seems very illogical, uh... I guess you haven't served in any army...

Where do I contradict myself? I clearly said:

And later I said:

No contradiction.

No one said otherwise, but not a priority at all. So maybe, and only maybe at long long term.

What a cheery response!

I can actually show you my sources, this one's from a 2013 assessment of alternatives that clearly states the M2A3's carrying capacity being 7 personnel: http://www.cbo.gov/sites/default/files/44044-GCV.pdf

I think this clearly reinforces my point that having only 6 passenger seats instead of 7 for the M2A3 is incorrect, and is a positive thing that could be addressed by the RHS mod. While it may not seem huge, it really starts to add up when we are 4 men short for a platoon, and 8 men, almost an entire squad short with two!

In the mean time I am going to post up the workaround here once it is fully functional, so that anyone who wants to can utilize it as well.

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Among the countless other things, it's great to see the mil-dot reticles will be calibrated properly. :)

Is it possible to have the 3.5-10x Leupold rings raised a little bit? It sits so low that the objective clips on most rifles. It's purely cosmetic, but It's such a versatile optic that I find myself using it more than anything else. I'm thinking the adjustment needed is small enough that it would look totally fine without even re UV-mapping, making it a quick fix.

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What a cheery response!

I can actually show you my sources, this one's from a 2013 assessment of alternatives that clearly states the M2A3's carrying capacity being 7 personnel: http://www.cbo.gov/sites/default/files/44044-GCV.pdf

I think this clearly reinforces my point that having only 6 passenger seats instead of 7 for the M2A3 is incorrect, and is a positive thing that could be addressed by the RHS mod. While it may not seem huge, it really starts to add up when we are 4 men short for a platoon, and 8 men, almost an entire squad short with two!

In the mean time I am going to post up the workaround here once it is fully functional, so that anyone who wants to can utilize it as well.

If I remember right the 7th seat does exist but is so ridiculously cramped that nobody wearing combat gear could fit in it

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+ Added armed HMMWVVs (M2 and Mk19)

@ Fixed unresponsive suspension on both HMMWVs

You just made my day. I really love the Humvees already in the pack, and I've been wanting to see an armed version. Keep up the great work :D

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+ Added armed HMMWVVs (M2 and Mk19)

Can you hear me screaming? :D

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