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RicHornet

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Everything posted by RicHornet

  1. RicHornet

    RHS Escalation (AFRF and USAF)

    Just to be clear, I not requesting here (for the RHS Apache) a clickable cockpit like the one by Nodunit and Franze. I'm basically asking for an option in the action menu which could toggle the Apache gun control between pilot and the (AI) gunner.
  2. RicHornet

    RHS Escalation (AFRF and USAF)

    Actually if you read the "AH-64D for Arm3 by Nodunit and Franze" changelog you can read that the latest version 1.43 addresses that - It makes the mod compatible with 64-bit Arma 3. Regarding the mod/link that you shared, I actually tried it but in honesty I didn't like it much. That mod is basically the "AH-64D for Arm3 by Nodunit and Franze" with broken features and other issues/bugs which the original (by Nodunit and Franze) didn't have.
  3. RicHornet

    RHS Escalation (AFRF and USAF)

    That is actually implemented (and quite well so) in this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=587631082&searchtext= http://www.armaholic.com/page.php?id=28086 The project above (AH-64D Apache Longbow for Arma 3 by Nodunit and Franze) seems to be open source currently, so perhaps you could take look at it in order to implement the functionalities that allows the pilot to take over the gun from the gunner (and vice versa)?
  4. RicHornet

    RHS Escalation (AFRF and USAF)

    Sure, I'm using the "Thrustmaster Stick Button #22" for the 'User Action 10' command. The "Thrustmaster Stick Button #22" (in ArmA 3) is the pressing down the "coolie hat" known as 'BTN H3' in the picture below:
  5. RicHornet

    RHS Escalation (AFRF and USAF)

    First of all, thanks for the reply reyhard. Ok, I see that the HMD modes change automatically (and also dependent on MasterSafe). I suspected that, however I just asked in order to be sure. Regarding this AA/AG Radar mode switch, yes you are right. I mapped the "User 10" command to my keyboard's numpad '/' key and it worked fine. Note however that "User 1", "User 2" which change the left and right MFDs respectively and "User 11" which toggles IHADSS works perfectly when mapped on my joystick. I don't know if this helps? I think that I've found the culprit here. From my testings it seems that the Hellfire (both variants) when fired on a profile which dictates the missile to fly in a direct flight path (towards the target) that the missile has an odd spiraling flight behavior, very similar to the Russian Vikhr missile or usually a Laser beam riding guided missile. Since the Hellfire is an Active Laser guided missile it should have a more straight flight behavior. From my testings I believe that such (spiraling) behavior when fired on a direct path makes the missile much less accurate and/or the chances of hitting a non-vital part of a vehicle (specially if it is heavily armored like a MBT) much higher which could also and sometimes gives the idea that the missile is "missing the target". This seems to concur with further tests that I did in which modes like LOAL-LO and LOAL-HI seems to be much more precise since in these modes the missile doesn't seem to exhibit the "spiraling" flight behavior. Moreover, the difference in precision that I noticed previously between the AGM-114L (Radar guided) and the AGM-114K (Laser Guided) seems to be "in-line" with what I mentioned on previous paragraphs since by default the AI gunner launches both hellifre variants on LOBL mode but while the LOBL mode on the AGM-114K (laser) makes the missile fly towards the target in that "spiraling" straight flight path, the LOBL mode on the AGM-114K (Radar) makes the missile fly on a "ballistic" flight path similar to what happens on LOAL-LO and LOAL-Hi modes. Anyway, I opened a ticket regarding this issue here (with more details): http://feedback.rhsmods.org/view.php?id=4473
  6. RicHornet

    RHS Escalation (AFRF and USAF)

    Press the 'N' key once you have IHADSS enabled. This switches between night vision (termal) and no night vision.
  7. RicHornet

    RHS Escalation (AFRF and USAF)

    I want to thank the RHS devs for this latest patch/fix! The Apache is now combat effective at night. Hellfire missiles accuracy is now better, although I noticed that the Laser Guided version of the Hellfire namely the AGM-114K seems to still miss a lot (although less than in the previous version) so IMO this should be looked at. The Radar Hellfire (AGM-114L) accuracy issue seems to be fixed now. Finally I have two questions: - I still can't select the Radar AA mode. What I did was to map the "User 10" to a button of my Thrustmaster HOTAS Cougar and while flying to put the Radar page in one of the MFDs and press the joystick button that I mapped for the "User 10" control but nothing happens. - The only way that I know in order to change the HMD mode is to select MasterSafe (which selects one mode) and to select a weapon (which selected another mode) but is there any other way to change between HMD modes? Thanks in advance for replies.
  8. RicHornet

    RHS Escalation (AFRF and USAF)

    Again, HDU which is part of IHADSS is not the helmet. The HDU, again part of IHADSS is plugged to the Apache helicopter itself and that's why the HDU doesn't work in any other helicopter, nonetheless this is totally and completely unrelated to the helmet itself. Technically you can board an Apache helicopter with any Helmet and attach the HDU to any helmet as long as the helmet has an attaching point for the HDU. Additionally you can attach NVGs to the same Helmet that you can attach the HDU. Hence why the latest implementation of having a "IHADSS Helmet" in RHS version 0.4.6 is IMO completely unnecessary (and even less accurate than the previous versions or vanilla since it doesn't allow attaching NVGs for example) and brings a "can of worms" in terms of gameplay and simulation problems.
  9. RicHornet

    RHS Escalation (AFRF and USAF)

    Roger that. Yes, I misunderstood what you meant with IHADSS helmet and as such I apologize. You're absolutely right about IHADSS (including the HDU) being plugged to (or part of) the Apache which is one more reason or I would say the main reason why this recent "RHS decision" to model IHADSS as a helmet in 0.4.6 isn't accurate and overall a "bad decision" (I hope I'm not being too harsh here) and as such one of the main reasons that prompted me to post here.
  10. RicHornet

    RHS Escalation (AFRF and USAF)

    Well, that's a similar system to what the AH-1Z has and uses (where in real life the AH-1Z pilots use the TopOwl helmet from Thales). IMO it would be better if the RHS devs used the same approach on the Apache as they used on their own AH-1Z.
  11. RicHornet

    RHS Escalation (AFRF and USAF)

    Yes, I'm aware of that. When I mentioned IHADSS in my first post here, I was mentioning the HDU part of IHADSS or more precisely IHADSS HDU. Yes, I'm also aware that the HDU can project (to the pilot's eye) IR imagery usually from the PNVS (when it comes to the pilot) which by its turn the PNVS is pointed to the direction where the pilot has his/hers head turned at. But I admit that when I mentioned IHADSS instead of HDU or more precisely IHADSS HDU, I was oversimplifying and of course I admit my fault here
  12. RicHornet

    RHS Escalation (AFRF and USAF)

    First of all thanks for the reply. But and actually in my post I didn't mention that IHADSS, or more precisely the IHADSS HDU would be used together at the same time with NVGs. What I did mention was that the player should have the option to attach to the (same) helmet both a set of NVGs and the IHADSS HDU (the later one can which project the imagery from the PNVS in real life). With this the player could either select IHADSS or alternately the NVGs. I'm pretty sure that you being a former Apache pilot/crewman you'll fully agree with me that the current solution makes the task of flying and navigating the RHS Apache at night an almost impossible feat/task (for example, no flight data is displayed on IHADSS when using the "simulated" PNVS/IR imagery) let alone to fight with it also at night. At least having the possibility to use NVGs alternatively (I repeat alternatively) to IHADSS (with the current RHS solution) would make the task of flying/navigating at night, a possible and feasible task. Yes, I'm aware that IHADSS is part of the aircraft and not part of the helmet - that's actually what I said in my previous post. The next part where you say: "You can't take an HDU from a 64, clip it on a random helmet and then go fly a 60" Seems to contradict a bit what you previously (and obviously correctly) said that "IHADSS is part of the aircraft and not part of the helmet". Actually I'm sure that you being a former Apache/crewman you know better than I that the HDU is a device that is easily attached and detached from an helmet mount. This can be read here: https://books.google.pt/books?id=fl6OpXvwmLEC&pg=PA182&lpg=PA182&dq=IHADSS+HDU&source=bl&ots=STYR9dg9UF&sig=YHk_zACXkXFeqzGc9S1PGFxV8hE&hl=pt-PT&sa=X&ved=2ahUKEwiAkYW08vLcAhWu4IUKHY11DKEQ6AEwAHoECAkQAQ#v=onepage&q=IHADSS HDU&f=false So from everything that I know about the subject, attaching an IHADSS HDU to a "random helmet" can indeed be done as long as the helmet has a mount compatible with the HDU. Well, I hope that the Hellfire issue gets solved ASAP, even because like you correctly said other Apache mods (like CUP) don't have this problem and I'm also mainly a single player guy as well which sometimes also plays in co-op but almost always supporting the guys on the ground which means that even in co-op I almost always play with an AI gunner.
  13. RicHornet

    RHS Escalation (AFRF and USAF)

    While RHS is looking better and better and there are great looking changes regarding helicopters, namely the AH-64D I must say that these new changes with the latest patch makes the AH-64D a bit unplayable specially during night time. Despite the new IHADSS implementation looks very interesting at first glance I must say (and sorry for this) that in practical terms it doesn't work well and neither it is more realistic than the "vanilla" HMD implementations or the IHADSS implementation in the previous versions of RHS and this is why: 1- IHADSS is not an helmet! IHADSS is a device that's attached to an helmet. This is IHADSS: Here: https://www.militaryaerospace.com/articles/2015/02/elbit-apache-helmets.html You can read the following: 2- When using IHADSS night vision, IHADSS stops showing the flight and targeting information - This makes night time navigation which is one of IHADSS main features/purposes totally useless, I'm afraid. 3- Related to the previous points, with the current implementation it is impossible to attach Night Vision Googles (NVGs). If this would be possible (like it is in real life, see image below) at least it would partially fix problem 2- Attaching and using NVGs together with IHADSS is possible and often used operationally as it can be seen in the photo below: So technically any helmet can be fitted with IHADSS which IMO contradicts a bit the new feature of having a dedicated helmet for using IHADSS. But if this "strategy" is to be followed in the future than I would advise let the player to be able to attach NVGs to the "IHADSS helmet" - this at least would partially solve problems 2- and 3- Also related to the Apache but a different subject are the Hellfire missiles on the Apache with this newest RHS version: - They miss a lot when using an AI as the gunner! I'm don't know why this is happening but it happens very, very often! This happens with both the AGM-114K Laser guided version and the AGM-114L Radar guided version of the Hellfire. I also noticed that the "laser pointer" seems to be a bit lower to the left regarding the center of the crosshair when playing as the gunner, perhaps this could be a reason why the AGM-114K (Laser guided Hellfire) is missing a lot. On the other hand the AGM-114L (Radar guided) also seems to miss alot. Yes, I'm aware that this is a "work in progress" but unfortunately these new features as they currently are, unfortunately makes the Apache unplayable in some/many situation such as night time. I would say with sorrow that it would probably be better to have the features of the previous version of RHS instead of these new features (despite being very promising).
  14. RicHornet

    Helmet Mounted Displays MOD

    Already tried that but unfortunately it didn't work. After removing the "Kimi_UI_optional.pbo" (and associated .bisign file by the way) the selected weapon still doesn't show on the upper right corner of the screen, this for both pilot and gunner.
  15. RicHornet

    Helmet Mounted Displays MOD

    This is an excellent mod indeed and I'm playing a lot with it, thanks for sharing it! However I have a question, I noticed that this mod removes certain "vanilla" GUI elements such as the selected weapon (on the screen's upper right corner) and as such I have a question: - Is it possible to use this mod without losing the "vanilla" GUI elements? If yes, how? I'm asking this because when for example I'm playing as a MH-60S (or DAP) gunner I cannot see which weapon I have selected. So retaing the "vanilla" or default GUI elements (as well as keeping this HMD mod) would be very important specially in such situations. Thanks in advance for replies.
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