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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 )

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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

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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?

 

38436191_s.jpg
 

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...

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On 6/8/2022 at 12:39 AM, mickeymen said:

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/

 

[...]

 

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 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.

Couldn't agree more ! 😄 👍 

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Is there an up to date guide on the klen ps? i've got custom action 15-18 bound but can't slew the cursor around.

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A-29 Super Tucano in-cockpit map
 

Greetings. I understand the normal GPS is disabled and to operate the "Left MFD" or "Right MFD" rendered on the cockpit dashboard. What confounds me though is reference to a "Navigation MFD" or "in-cockpit map".

I can locate no mapping system in the cockpit.

What some of us have been doing lately is using the MicroDAGR as an improv map, but I would rather figure out how this cockpit was intended to be used.

  • Is there a mapping system or control I am ignorant of?
  • Is there a malfunction with one of the MFD panels, perhaps the radar would have the map in the background? Or one of the other panels which currently have black backgrounds.

 

I really enjoy this aircraft, but this oddity is driving me up the wall.

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21 hours ago, dent308 said:

A-29 Super Tucano in-cockpit map
 

Greetings. I understand the normal GPS is disabled and to operate the "Left MFD" or "Right MFD" rendered on the cockpit dashboard. What confounds me though is reference to a "Navigation MFD" or "in-cockpit map".

I can locate no mapping system in the cockpit.

What some of us have been doing lately is using the MicroDAGR as an improv map, but I would rather figure out how this cockpit was intended to be used.

  • Is there a mapping system or control I am ignorant of?
  • Is there a malfunction with one of the MFD panels, perhaps the radar would have the map in the background? Or one of the other panels which currently have black backgrounds.

 

I really enjoy this aircraft, but this oddity is driving me up the wall.

When you are inside A-29, you can use Waypoint Manager to add waypoints on the map. Those + custom waypoints will be then visible on the navigational panel of Super Tucano.

p83WKUc.png

04wnHPB.png

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3 hours ago, reyhard said:

When you are inside A-29, you can use Waypoint Manager to add waypoints on the map. Those + custom waypoints will be then visible on the navigational panel of Super Tucano. 

 

Excellent, thank you, this is exactly the bit I was missing. 1000 internet points!

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Hello  the A-29 have wrong animation on backseats

 

I fly it yestern from front and Backseat on the backseat are the controll animations inverted i not know its already a knowing report.

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How is automatic target tracking work in helicopters? I remember the same system was on the tanks (T90 and T72). It is broken for me . I hear a click, the TA symbol lights up for a split second and disappears. The same is  for tanks. Target tracking disappears after  a second

Spoiler

ezgif-5-29fb30a030.gif

 

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4 hours ago, sammael said:

How is automatic target tracking work in helicopters? I remember the same system was on the tanks (T90 and T72). It is broken for me . I hear a click, the TA symbol lights up for a split second and disappears. The same is  for tanks. Target tracking disappears after  a second

Have you tried perhaps RHSAFRFDEV? There were quite a lot improvements to FCS and target tracking over there

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4 hours ago, reyhard said:

Have you tried perhaps RHSAFRFDEV? There were quite a lot improvements to FCS and target tracking over there

For this I must also use Arma 3Dev vesion? As I understand FCS target tracking is broken in current stable RHSAFRF?

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1 hour ago, sammael said:

For this I must also use Arma 3Dev vesion? As I understand FCS target tracking is broken in current stable RHSAFRF

Not necessarily, 2.10 features like TI improvements shouldn't cause any issues on current stable build. As for current version no idea, I hope that DEV build can be pushed to stable around 2.10 release but it all depends how much time I will have to finish FCS on Russian vehicles (like BMP-3/BMD-4)

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10 hours ago, reyhard said:

Not necessarily, 2.10 features like TI improvements shouldn't cause any issues on current stable build. As for current version no idea, I hope that DEV build can be pushed to stable around 2.10 release but it all depends how much time I will have to finish FCS on Russian vehicles (like BMP-3/BMD-4)

Tested the RHSAFRFDEV for the first time. I really liked the new FCS on tanks. As always the quality is top notch! Thanks again to the whole RHS team for giving us the best arma mods for so many years

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RHS units will properly grip RHS weapons which have grips (vert grips, afgs) whenever the mission loads.  Vanilla units, however, will not adjust their grip whenever the mission loads.

 

I'm assuming that RHS units are calling some sort of event handler/script to adjust their grip for the RHS grip system. Can someone tell me how to call that script for vanilla units?

 

 

EDIT

 

Figured it out - here is how you can fix the weapon grip for vanilla units: 

[this, (primaryWeaponItems this) select 3] call rhs_fnc_accGripod_change

 

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