therev709 10 Posted July 30, 2010 i agree about the magazine issue. must have mis undertsood your post. however the ability to go from a long to a short gun in less then 10 mins in the field is a awesome capability. you would be surprised to know how many units do this . It is an awesome capability, but I don't see myself disassembling my weapon in the middle of a fight. Whenever we prep for a mission, we bring the appropriate weapons for the situation. If everything goes fubar, we improvise, but we would always have long guns (M240s, M14s) and our carbines/saws. 10 mines with your weapon in pieces means you're useless and 10 minutes is a loooooong time. 2 minutes is too long of a time IMO. Plus dissasembling a weapon in the middle of Iraq or Afghanistan (haven't been, but from what my mates tell me) is a good way of getting dust/dirt/crap in the receiver and that just causes problems ;) Cool capability, but I don't see it being practical. And to be on topic, any word on an update? :) Share this post Link to post Share on other sites
galzohar 31 Posted July 30, 2010 Speaking of updates, with all the old BIS weapons not being updated to OA standards, the RH packs would become that much more attractive if they would be updated (aka look good when looked at through thermal and have working lasers/flashlights). Share this post Link to post Share on other sites
biggerdave 56 Posted July 30, 2010 Well just being able to use a different magazine of a different caliber in the same weapon is what I said is unrealistic. Nobody said anything about a barrel changing feature which involves time, effort, and need to actually carry the parts. Not necessarily. For example, the FN "Barracuda" can use both .45 and 9mm drums. It's a revolver, but the mechanics are essentially the same. Share this post Link to post Share on other sites
goose63 0 Posted July 31, 2010 (edited) It is an awesome capability, but I don't see myself disassembling my weapon in the middle of a fight. Whenever we prep for a mission, we bring the appropriate weapons for the situation. If everything goes fubar, we improvise, but we would always have long guns (M240s, M14s) and our carbines/saws. 10 mines with your weapon in pieces means you're useless and 10 minutes is a loooooong time. 2 minutes is too long of a time IMO. Plus dissasembling a weapon in the middle of Iraq or Afghanistan (haven't been, but from what my mates tell me) is a good way of getting dust/dirt/crap in the receiver and that just causes problems ;)Cool capability, but I don't see it being practical. And to be on topic, any word on an update? :) i agree,changing parts in a gun fight is inpracticle, but im not saying thats how you employ it , u might be mounted? an have the extra room.there is a plethora of ways to employ this if you need to. in both of those countries you will struggle keeping dust and sand out of most things! speaking of updates, would love to see the elcan spectre with a red dot on top. Edited July 31, 2010 by GOOSE63 Share this post Link to post Share on other sites
PSYCHOSIM 0 Posted August 4, 2010 So Robert Hammer, any news on if you'll be updating this brilliant pack to OA standards? Share this post Link to post Share on other sites
roberthammer 582 Posted August 4, 2010 So Robert Hammer, any news on if you'll be updating this brilliant pack to OA standards? Not much good news for ya - Am busy with real life :p ,but don't worry soon or later will be update Share this post Link to post Share on other sites
PSYCHOSIM 0 Posted August 4, 2010 Not much good news for ya - Am busy with real life :p,but don't worry soon or later will be No worries, thats all I needed to know! Cheers. Share this post Link to post Share on other sites
galzohar 31 Posted August 4, 2010 At least eventually it'll be updated, unlike "some other people's weapons"... ;) Share this post Link to post Share on other sites
jonstyle 49 Posted August 8, 2010 Hi! When I equip my men with the HK417, a error message pops up saying "Cannot find RH_HK417_Recoil" or something like that. I click ok, and the guns work and everything, but they are recoilless :/ Anyone else experienced this? Share this post Link to post Share on other sites
therev709 10 Posted August 8, 2010 Hi!When I equip my men with the HK417, a error message pops up saying "Cannot find RH_HK417_Recoil" or something like that. I click ok, and the guns work and everything, but they are recoilless :/ Anyone else experienced this? Its a bug for the Ace2 config, the regular config works fine Share this post Link to post Share on other sites
jonstyle 49 Posted August 8, 2010 Ok! So I just need to delete the RH_HK_416_ACE configs, and then it will be fine? I'll try that out! Thanks ^_^ Share this post Link to post Share on other sites
therev709 10 Posted August 8, 2010 Ok!So I just need to delete the RH_HK_416_ACE configs, and then it will be fine? I'll try that out! Thanks ^_^ It worked for me, but then if you use the Ace2 mod, none of the Ace features (hunt IR for example) will work with em. Share this post Link to post Share on other sites
JamSandwich 10 Posted August 18, 2010 Hey Robert, I looked on armaholic yesterday and it said you had updated your HK416 pack for OA, but I didnt get around to downloading it. Now when I look I can't seem to find it anywhere? Share this post Link to post Share on other sites
lone.wolf 80 Posted August 18, 2010 Try here: http://www.multiupload.com/VG87ALUKZG Share this post Link to post Share on other sites
miller 49 Posted August 18, 2010 another mirror : :) ArmA2Base.de Mirror: RH HK416 Pack by RobertHammer v1.2 Kind regards Miller Share this post Link to post Share on other sites
muzashi1963 10 Posted October 10, 2010 (edited) Hi All, and RH Great mod, really I am a real nutter for these weapons. Now a few errors that I have noticed. If you use the mod with the ammo box included, there is no problem. (just doesn't load the weapons) However, when you add the weapons/ammo to a spawning (magicbox) box, in a dom mission, there are a few problems: There is no "RH_hk416glaeotech" in the config although there is in the weapons list in the config file, I suspected a typo, and corrected the spelling to "RH_hk416gleotech" and it is all good. This also occurs in the Mk18 config. "RH_Mk18glaeot", and "RH_Mk18dglaeot" become "RH_Mk18gleot", and "RH_Mk18dgleot". Also corrected and good. I think it was due to the old "copy-paste" bug as the acog variants "xx_xxXXglacog" are just before LOL. All that said, keep up the excellent work. Cheers Muz PS: I will send the updated cfg's if you want. Edited October 10, 2010 by muzashi1963 Share this post Link to post Share on other sites
roberthammer 582 Posted October 11, 2010 yea , those are typos :D anyway thx for report - its fixed now :) Share this post Link to post Share on other sites
Ithen 10 Posted December 20, 2010 I would really appreciate more versions of the HK416. Maybe with the Specter DR. And also some with an Aimpoint or EOTech in combination with magnifiers on some models ;) But as you are busy... =( Share this post Link to post Share on other sites
PFC Magician 10 Posted August 4, 2011 incompatibilty hk 417 20 SD PM II 10X and SMK animations (walk fast with weapon down) and if a tierone character, the weapons blinded shoot animations dnot work. please checkout. Share this post Link to post Share on other sites
SigintArmA 10 Posted August 5, 2011 @PFC Magician - I don't think RH can do anything about it since SMK PvP animations alters the stock animations. With the way it usually goes, since the RH HK416 pack was here before SMK PvP Animations, it's something on SMK PvP Animations end and the question would be better fit in that thread. Share this post Link to post Share on other sites
PFC Magician 10 Posted August 7, 2011 @PFC Magician - I don't think RH can do anything about it since SMK PvP animations alters the stock animations. With the way it usually goes, since the RH HK416 pack was here before SMK PvP Animations, it's something on SMK PvP Animations end and the question would be better fit in that thread. naa is something in this pack the others RH mods work fine with @smk for some reason @rh_hk416 have this problem. Share this post Link to post Share on other sites
roberthammer 582 Posted August 7, 2011 naa is something in this pack the others RH mods work fine with @smk for some reason @rh_hk416 have this problem. It is problem in SMK , not in hk416 pack http://dev-heaven.net/issues/21955 Share this post Link to post Share on other sites
c4p1t4l 10 Posted September 24, 2011 (edited) Guys could you help me? i keep getting an error message. It says "Picture \rh_hk416\inv\hk416 not found" but it let's me open the ammo crate, and once i take any gun arma crashes :confused: Edited September 24, 2011 by c4p1t4l Share this post Link to post Share on other sites
alekzenit 13 Posted August 5, 2014 (edited) Hi all, I have a little problem, please can you help me? I download rh hk 416 replacement and pack of rh hk416 version 1.2, but when I start the game it says "addon 'ubg rh hk416 replace' requires addon 'rh hk416'", but I have it, can't understand. Maybe are incompatible? Edited August 5, 2014 by Alekzenit Share this post Link to post Share on other sites
jackrabbitslim7 10 Posted August 13, 2014 I have the same problem and still cannot find a solution, I use the six's updater. Share this post Link to post Share on other sites