disco.modder 116 Posted February 13, 2017 2 hours ago, jarrad96 said: So, I've been in talks with a few server admins. Would there be people interested in RHS compatible versions of some of the SFF factions, as an optional version that replaces the SMA/NIA weapons and SFF vehicles with RHS weapons and vehicles. absolutely! that would save servers from downloading extra mods. 2 Share this post Link to post Share on other sites
zagor64bz 1225 Posted February 13, 2017 2 hours ago, modder said: Would there be people interested in RHS compatible versions of some of the SFF factions, as an optional version that replaces the SMA/NIA weapons and SFF vehicles with RHS weapons and vehicles. YESSSSSSSSS!!!! Share this post Link to post Share on other sites
Ltf 381 Posted February 13, 2017 I would love to see these units with RHS weapons(Especially the spetsnaz, new zenitco aks will look great with them). Also use of RHS gear could be awesome, but it would create more work for you, so it's all up to you 1 Share this post Link to post Share on other sites
jarrad96 1940 Posted February 13, 2017 I think the RHS gear (uniforms/vests/helmets) would be on a case-by case basis, depends on the faction. VSM (or custom like the Spetznaz, Africans or Colombians) would still be used for many of the forces. Should some of the alignments be changed? Example making Spetznaz OPFOR to match the main Russians from RHS? Share this post Link to post Share on other sites
zagor64bz 1225 Posted February 13, 2017 35 minutes ago, jarrad96 said: I think the RHS gear (uniforms/vests/helmets) would be on a case-by case basis, depends on the faction. VSM (or custom like the Spetznaz, Africans or Colombians) would still be used for many of the forces. Should some of the alignments be changed? Example making Spetznaz OPFOR to match the main Russians from RHS? I think what Ltf meant, (which IF it is I agree with) if you make a RHS weapons and vehicles dependencies will allowed mission makers that already use RHS, still using VSM but shortening mod list by cutting on mod list. Beside, with the latest update, RHS eastern and western blocks weapons are high quality.So your mod will loose little,if not none, "quality" over SMA/NIA weapons and SFF vehicles. Share this post Link to post Share on other sites
Ltf 381 Posted February 13, 2017 52 minutes ago, jarrad96 said: I think the RHS gear (uniforms/vests/helmets) would be on a case-by case basis, depends on the faction. VSM (or custom like the Spetznaz, Africans or Colombians) would still be used for many of the forces. Should some of the alignments be changed? Example making Spetznaz OPFOR to match the main Russians from RHS? Naaah, main russian sf gear looks old on RHS. In my opinion you can use RHS opscores on marsoc or rangers, altyn helmets on spetsnaz and etc. Keep the core of infantry but change little things Share this post Link to post Share on other sites
jarrad96 1940 Posted February 14, 2017 Ok, maybe I should explain a bit? I plan to use VSM uniforms, vests and helmets still, but make the weapons mostly RHS (apart from outliers like G3's, FAL's and M60's that RHS does not have) and all SFF vehicles will be replaced with RHS equivalents. In Spetznaz in particular, you will see RHS AK's, keeping the SURPAT uniforms, and maybe some RHS vests (not sure, opinions on RHS vests VS VSM vests for Russian forces?) These will be done as a standalone 'RHS' version (Steam Workshop, as it has no optional support) Like ltf said, the core of the factions will remain unchanged, just different guns and vics, and maybe details like helmets. 2 Share this post Link to post Share on other sites
Ltf 381 Posted February 14, 2017 Use VSM vests. Like I said before RHS russian gear doesn't fit to modern sf groups 2 Share this post Link to post Share on other sites
deathwatch4 89 Posted February 14, 2017 I think adding RHS versions would be pretty sweet. Especially concerning stuff like vehicles. Share this post Link to post Share on other sites
jarrad96 1940 Posted February 14, 2017 Yep, I will be adding RHS vehicles instead of SSF or reskins on the RHS versions. SMA version will stay the same. I was thinking of starting with the ANA as the first faction with a RHS version, but the upcoming Pakistani SSG would keep the SMA dependency for the AUG's. CIA SAD will hopefully release with 2 versions, the SMA and RHS versions. If not, the second version will come out soon after. Share this post Link to post Share on other sites
Robisfunny 13 Posted February 14, 2017 interesting use of vsm and other mods Share this post Link to post Share on other sites
jarrad96 1940 Posted February 18, 2017 I can't actually work on factions right now, still in the Outback, but I have been going through contacts and such. The Australian 2nd Commandos- faction will be receiving a major overhaul, thanks to Roadrunners donation of his new SOTG equipment to the faction. The ANA, EFM (Private) and possibly a US group will be the first factions offered with the RHS versions. (Thanks MistyRonin for the permission) New, upcoming factions planned in some form. CIA Black Units- Placeholder name, as it consists of SAD, Task Force Orange, and possibly others like SOG. Still on hold due to waiting for a VSM uniforms update, but I have been gathering information, equipment details and such on them- I will most likely be basing them on a range of sources all the way from 2001 to 2017, primarily from 2009-2010 onwards. Will be wearing a mix of guerrilla clothing, Multicam and mixed uniforms, with the HK416 CQC, MP7 and Mk18's. Heavy amounts of UAV support and civilian vehicles. I need to thank 'M' here for telling me what he can about the units gear and weaponry, he's been fantastic help. Pakistani SSG- 2009-2014 era, mainly focusing on SSG commandos armed with the AUG and AK, with small amounts of M4's. Wearing M81 uniforms with Tan/OD equipment. Irish Commandos- Wearing DPM or Irish DPM uniforms, armed with HK416's, G3's and Minimis or MAG machine guns. Continuing the Overhaul series- I will be continuing the faction overhauls/replacement packs for the Arma 3 factions- Next will likely be Syndicate (Vanilla/ NIA / RHS versions, which do you prefer, or I could try and do all three. It will also expand the unit range to include additional units such as technicals, which appear in the Apex Campaign but are not available to use) I'll be starting a Bachelor's degree in History when I get back, so won't be working full-time on the factions anymore- no more 2-3 factions a week, but I will still be working on them. 2 Share this post Link to post Share on other sites
MrStregatto 31 Posted February 19, 2017 Hi! First of all, thanks for this pack of mods, but I have a little bug to say: the PLA rpg gunner has wrong missles in the backpack. However thanks for your work! Sorry for my bad english. Share this post Link to post Share on other sites
vlk 13 Posted February 19, 2017 Hi. Why doesn't the gear changes u make in editor apply when u play??Sent from my iPhone using Tapatalk Share this post Link to post Share on other sites
jarrad96 1940 Posted February 19, 2017 Vlk, we've spoken about this every few pages, so I will be a bit more blunt. -I know that editor kit changes do not apply to the units when you hit play. It's a limitation with the faction creator, as it forces kit upon mission start. -I do not know how to fix it, or I would. I don't know any alternatives to it. -Once a mission has loaded ingame any changes can be made without problems. On the PLA RPG I originally used the CSAT (Pacific) 'base unit' for the soldier, but it does occasionally bug the backpack back the previous one, rather than the RPG-7 pack. I could look into changing the base class to the Syndicate RPG-7 gunner unit as his backpack has the right rounds. Also been thinking about removing the SMA dependencies for the PLA, as it only uses optics. The CSAT replacement PLA will be similar- not requiring SMA. Share this post Link to post Share on other sites
vlk 13 Posted February 19, 2017 Vlk, we've spoken about this every few pages, so I will be a bit more blunt. -I know that editor kit changes do not apply to the units when you hit play. It's a limitation with the faction creator, as it forces kit upon mission start. -I do not know how to fix it, or I would. I don't know any alternatives to it. -Once a mission has loaded ingame any changes can be made without problems. On the PLA RPG I originally used the CSAT (Pacific) 'base unit' for the soldier, but it does occasionally bug the backpack back the previous one, rather than the RPG-7 pack. I could look into changing the base class to the Syndicate RPG-7 gunner unit as his backpack has the right rounds. Also been thinking about removing the SMA dependencies for the PLA, as it only uses optics. The CSAT replacement PLA will be similar- not requiring SMA. Ty for a blunt response. Hope I figure it out :)Sent from my iPhone using Tapatalk Share this post Link to post Share on other sites
jarrad96 1940 Posted February 19, 2017 I few ways I have done it- Option 1- Place the soldier you want in editor, save his loadout, and then replace with a default NATO guy, just give him the savedkit. Option 2- Any kit changes after mission start (example Arsenal boxes and maybe load out scripts) work without issue, so maybe you could have a script that triggers at 5 seconds that re-gears the units if you don't want option 1. 1 Share this post Link to post Share on other sites
vlk 13 Posted February 19, 2017 As of now I use personal arsenal. Just a little hassle when I want my whole team to have custom gearSent from my iPhone using Tapatalk Share this post Link to post Share on other sites
jarrad96 1940 Posted February 26, 2017 I am alive again, back from my trip. I've spent the past few hours checking RHS compatibility with my custom factions and it should be a really simple swap over. I might actually be able to have some photos of something up within 24 hours. The only problem I've noticed seems to be with the M4 Block 2 and Mk18 (which would be rather heavily used in my factions), they have a strange visual bug and artifacting in third person? Running newest RHS version. 4 Share this post Link to post Share on other sites
deathwatch4 89 Posted February 26, 2017 Would it be the bug where it looks like something from an N64 game? I get that sometimes as well. Share this post Link to post Share on other sites
jarrad96 1940 Posted February 26, 2017 Yep, that's the 3FPS bug- not related to any mod in particular, but the game in general. there is no fix on the main branch yet but apparently Dev build is much better and has it very little/ if at all. Share this post Link to post Share on other sites
Ltf 381 Posted February 26, 2017 31 minutes ago, jarrad96 said: Yep, that's the 3FPS bug- not related to any mod in particular, but the game in general. there is no fix on the main branch yet but apparently Dev build is much better and has it very little/ if at all. It also happens with mk11s and vanilla m14, right? Hope I'm not the only one Share this post Link to post Share on other sites
jarrad96 1940 Posted February 26, 2017 So, some RHS kit as part of the 'Epirean Free Militia' faction. I based them on a loose mix of Eastern European rebels with bits and pieces from all over the place, so they use bits of western, guerilla, partisan and older Russian kit. Split into 2 main groups, a larger and less well equipped militia force and a small, better equipped veteran core who have fancier kit like NVG's and more modern kit like AK-74M's and VSS instead of AKM/ AKMS's. Veteran forces on patrol in the Caucasus mountains. A Mi-8 ferries forces towards the frontline under the cover of thick fog. EFM mechanised unit rolls past an isolated Middle Eastern compound. Sniper/Spotter team. Ural with ZU-23 AA cannon's form the factions mobile AA defence- I picked it over the Shilka for a more irregular, ramshackle, feel. One of the few T-72's operated by the EFM for a propaganda shot. EFM are a private faction, internal to my group, this is just showing off that I can easily convert the factions into RHS compatible versions. 1 Share this post Link to post Share on other sites
jarrad96 1940 Posted February 26, 2017 Yeah, I've seen the weird vertex bug on the Mk11 before, but only in RHS. The same rifle and model standalone (by Kiory) had no issues last time I checked. 1 Share this post Link to post Share on other sites
deathwatch4 89 Posted February 27, 2017 Those Militia look very good! Remind me of the Pro-Russian Rebels in Eastern Ukraine. 1 Share this post Link to post Share on other sites