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b00ce

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Everything posted by b00ce

  1. I hope basic flight model is retained, "advanced" flight model is absolutely unrealistic and horrid; BFM with a mouse / keyboard is more realistic. More difficult =/= realistic. Sincerely an IRL Helicopter pilot who has a VERY expensive setup for DCS.
  2. b00ce

    RHS Escalation (AFRF and USAF)

    Gotcha, so it would need 3 separate models for what I'm saying (All HF, All Rkt, and mixed). I figured as much. There's definitely a balancing test for file size / complexity and "authenticity" / realism then, but that's a RHS team decision.
  3. b00ce

    RHS Escalation (AFRF and USAF)

    I have a suggestion with regards to US attack helicopter platforms, particularly the Apache and Viper (And even potentially UH-1H/Y) in order to increase their flexibility and effectiveness. My idea would allow for rocket pod zones and individual missile rack stations to be loaded with different munitions like they are IRL. I don't know if it can be done via proxies or if it has to be a separate model for each configuration, BUT it would involve 3 separate versions of the aircraft in the editor / zeus. One mixed rockets / missiles, one all rocket and one all missile. Realistically, all rockets in a zone (24 A, 8 B, 24 C, 8 D, 6 - 12 E (both / all pod zones combined, E are the middle 3 tubes on all 4 pods)) must be the same, so it makes sense to fill both pods from one zone selection in the pylon configuration menu. This would make using illumination rockets feasible, because they wouldn't take up an entire pylon. It also allows for mixing different munitions on the fly without requiring a complete re-arm in order to do so. Missiles are straight forward, they would be loaded individually onto each HML rail, allowing the user to tailor their loadout to exactly what they need, being able to mix Kilos, Limas, Mikes, Novembers and DAGRs on a single rack. Currently, only being able to load one kind of missile per rack limits flexibility in terms of the kinds of targets that can be engaged on the fly. I think for end user convenience (and sanity) sake the rocket zone selection be made via scroll wheel, and then the rocket quantity be changed via the change weapon key. (Or the other way around, though it would clutter the scroll menu) As an aside, while having all of the quantities of rocket salvos is technically correct, nothing other than single and pair is used anymore, I think having 1, 2 and "full auto" is a nice compromise, but that's just me. I understand on platforms like the AH-6 and the UH-60 with ESSS / EWS that it isn't exactly feasible to do this for every conceivable permutation, so those are kind of the flies in the ointment here. Feel free to ignore me if I'm stepping out of line and making a stupid half baked suggestion that's already been thought of internally and rejected.
  4. b00ce

    Soviet AF Pack

    The earlier post says that the Mi-4 is "an answer to", but in reality it is a direct copy of the H-19/Sikorsky S-55.
  5. b00ce

    RHS Escalation (AFRF and USAF)

    If you're looking for a HUD, Kimi's HMD mod has a really nice HUD and has CCIP for rockets and what not.
  6. Those models have aged like fine milk.
  7. b00ce

    RHS Escalation (AFRF and USAF)

    New uniforms hats and vests from the cold war era. Specifically the M88 has been updated, and there's a new winter version.
  8. b00ce

    RHS Escalation (AFRF and USAF)

    I know the M60D had the "spider sight", but I think it was a hold over from ye-olde huey times more than anything. The M240H has standard 240 sights for us, I assume for the purpose of putting the "ground egress kit" (Replacement M240B grip and stock) on and humping that thing around if we get shot down.
  9. b00ce

    RHS Escalation (AFRF and USAF)

    On the regular army side we don't have miniguns in our helicopters, those are pretty much exclusively reserved for Regiment, we use the M240H (As seen on the HIDF UH-1H). We also don't use optics, or even sights for that matter, it's all "shooting from the hip". The only thing we'll put on the gun is a PEQ-15 so we can see where the gun is pointing under NVGs. (Basically because depth of field is a thing, the gun becomes a blurry black blob and the laser makes things infinitely easier.) As for the miniguns that Regiment uses, I have never SEEN an optic put on one of their guns, but I have also never seen a picture of them actually doing swoopty stuff with all of their kit, *nor have I ever been in 160th. I would imagine that they do gunnery like everyone else, because you can get REALLY good at shooting without using sights, and the Black Hawk being the Black Hawk, you could only realistically use any sight at the 3 and 9 o-clock position (+- ~10 degrees), due to the structure of the aircraft, where you sit, and the position of the gun. TL;DR, No we don't use optics IRL*
  10. b00ce

    RHS Escalation (AFRF and USAF)

    USASOC might be getting the Tucano in the near future too. I wonder if it would be 160th or if it would sit in the hangar next to the Mi-17s in Virginia.
  11. b00ce

    RHS Escalation (AFRF and USAF)

    It was experimented with in Afghanistan a while back.
  12. No problem, if you have any questions feel free to ask and I'll give the best answer that I can. I figured you were going to update the cabin considering it was still BI's sample and you completely overhauled the cockpit, but thought it was worth while to point it out. Also the hoist isn't necessarily unrealistic. All H-60M helicopters come with the mount for the hoist built in. It'll be nice to see it used to hoist people out. Also, the stabilator does a lot to augment the flight characteristics. From hover to 40 KIAS the stabilator should be ~40 degrees trailing edge down, then gradually slewing to horizontal at around 120-130 KIAS. Also2, a neat feature would be to have the stabilator horizontal with power off and then slewing full down once the APU/generators power it. We park the aircraft with the stab. horizontal.
  13. 60 Crewchief here, I've worked on Mikes specifically for the past 6 and a half years. I have a couple critiques that should improve the "authenticity", as Jay Crowe would say. I'm not going to start counting rivets or going into nity-gritty details, but here are some changes that I think could be made to make it a true Mike model, I'll start nose to tail then go up to the main rotor pylon. Cockpit: The edges of the windshields should be sharp 90 degree corners, instead of beveled. The aircraft shouldn't have those homing antennas that are just behind the pilot doors. That's an Alpha/Lima model thing. The main landing-gear drag beam fairing (also what the pilot's step is connected to) is the Alpha model profile. The Mike has it stick out to the outside edge of the tire and squared off on the end to make room for the LWR. Its also set up for the refuel probe on the right side, normal active army doesn't use this. The two blade antennas on the belly shouldn't exist. They were only on dedicated rescue helicopters (IE the HH60G and HH60M), and are now obsolete, so they were removed. Cabin: The cabin door should be either all the way open or all the way closed, there is no locking mechanism to hold it anywhere else. The main landing gear wheel doesn't have that huge cylinder protruding out from it on the inboard side. The axle is just smaller than the nut holding the wheel on the outboard side. I'm sure you're going to upgrade the seats, but its worth noting. Currently you have Alpha/Lima seats installed. Mike seats are much different. I saw the rappel rings, those are pretty much only used during Air-Assault School. Also the FRIES bar in the fast roping pictures looks like its too far forward, but it may be the angle. The aft Laser Warning Receiver is installed on these blocks. Also the vent below this one is only on the left side. Active duty UH-60Ms typically don't have hoists installed, but National Guard and Reserve units may have them installed. Tail: There should not be a long high frequency antenna going down the side of the tail boom. That's an Alpha/Lima feature, and should only be on the left side. I'm not sure what that random blade antenna is in the middle of the tail boom is, but it doesn't exist on Mikes. There should be 3 countermeasure "buckets" two flare launchers on either side angled outward and one chaff launcher on the left side angled up and back. Each holding 30 shots. There's a loop antenna just above where the tail landing gear attaches. The outboard panels of the folding stabilator wing are composite and don't have the strengthening bumps that the old aluminum ones have. (See chaff/flare pic) Main Rotor Pylon: The main rotor blade tips are the old Alpha/Lima style (the upward angle is incorrect, though). The blade tips should be angled down and back. The blades should have two small trim tabs (thin bits hanging off the trailing edge of the blade seen above) The IHIRSS (Improved Hover Infra-Red Suppression System) exhaust, while not on Mike models anymore, should be tucked in a little more. (Rotated down, to be more in line with the top edge of the airframe looking from the side, and rotated down when looking from the front.) Note, most of these pictures are from other variants of the H-60, the HIRSS on everything else and the IHIRSS on the Mike are externally identical: Pic 1, Pic 2, Pic3, Pic 4, Pic 5, Pic 6, Pic 7, Pic 8, Pic 9, Pic 10, Pic 11, Pic 12, Pic 13, Pic 14, Pic 15, Pic 16, Pic 17, Pic 18, Pic 19, Pic 20, Pic 21, Pic 22, Pic 23, Pic 24, Pic 25 On the HIRSS, the engine's IPS (Inlet Particle Separator) blower duct is only visible on the left side. With all of those critiques aside, I'm liking what I'm seeing so far, especially the cockpit, keep up the good work. Also, all but the #3 MFD (Second from the right) are powered by the generators. When you turn the battery on, only the #3 MFD should come on.
  14. b00ce

    RHS Escalation (AFRF and USAF)

    A lot of the off the wall weapons and gear in GREF are from a, now cancelled, WW2 mod that some of the RHS Devs were developers for and either didn't want to see their work go to waste and/or they fit RHS. Edit: Sniped by da12thMonkey.
  15. b00ce

    RHS Escalation (AFRF and USAF)

    That's a proper Mi-8 now. The inlet barrier filters are removed and the tail rotor is on the right side.
  16. Really. The primary door-gun for Army helicopters (To include the CH-47) is the M240H.
  17. Looking great so far, keep up the good work. I think its worth noting that those covers on the inlets are to prevent direct line of sight to the engines (In order to better defend against IR missiles) and are integral to the Upturned Exhaust System (UES) and the Hover Infra-Red Suppression System (HIRSS). The only time you would conceivably see an inlet without those covers is with the OOOOLD school " straight pipe " exhaust. It depends. I don't want to speak for Warlord because I don't know what he has planned, so don't take this for anything other than establishing left and right limits for your expectations based on the real life. Regular Army UH-60 Alpha - Mike M240H Machineguns 160th MH-60 Kilo, Lima, Mike M134 Miniguns ESSS Pylons: Hydra Rockets AGM-114 Hellfires (Laser guided variants) M230 Chaingun GAU-19/A ATAS (Stingers) M134 Doorguns Fixed forward, Pilot Controlled HH-60W GAU-21 .50cal Machinegun M134 Miniguns
  18. b00ce

    RHS Escalation (AFRF and USAF)

    And the beginning of people whining about how it isn't done yet. Great work so far by the way, keep it up.
  19. That looks absolutely outstanding! Keep up the good work.
  20. b00ce

    RHS Escalation (AFRF and USAF)

    At a minimum every US Military helicopter in the mod has this feature, obviously I can't speak for any non-US aircraft. Basically any modern western aircraft should have it. But I stand corrected on the preemptive flare thing, I wasn't aware that it did anything, I'll have to test it.
  21. b00ce

    RHS Escalation (AFRF and USAF)

    You're just wasting flares bud, ArmA doesn't work like that as far as I know. And IRL most systems are completely automatic, detecting the launch through various means, and deploy the appropriate amount of flares to defeat the specific threat absent any interference of the crew, to the point that there isn't even a switch in the cockpit to turn the system on. There IS usually a manual flare switch, but its for the rare circumstance where you maybe might need to do it manually. The only countermeasure that's 100% manual, at least in the US Army, is chaff (Because it gives away your position on radar if the operator hasn't noticed you yet and also FODs out the aircraft, also there are TTPs in place where chaff is used very specifically) The ideal situation would be having automatic detection of IR guided missiles, because the computer onboard can tell what kind of missile it is by the launch signature, and automatic flares, and then having manual flare and manual chaff where it pops one off. But I'm sure the RHS team already knows this and they've either already tried or don't think its important enough to justify the butt-pain, which is completely fair.
  22. Its been 3 years since I started this project. Still don't really have anything to show for it. But I'm happy with what I have so far and want to share my work. Content in the pack: M41a Pulse Rifle VP70 pistol WIP (Texture needs a lot of TLC, no RVmats, no Shadow LoD) M5 RPG WIP (Texture needs a lot of TLC, no RVmats) Helmet WIP (Texture needs a lot of TLC, Normal map needs work, Mic needs to be UV mapped) Marine retexture (Placeholder) Content on the backburner: Weapons: M56 Smartgun M240 Flamethrower SADAR anti-tank missile launcher PIG Shotgun Vehicles: UD-4L Dropship (+ armament) M577 APC M579 Air-defense APC M40 Ridgeway Heavy tank Equipment: Armor (Regular armor plating, Smartgunner breast plate) Motion Tracker (If possible. I'll probably have to outsource for this one) Uniforms (Long sleeve, Rolled Sleeves, T shirt, Pilot jumpsuit, officer) Other goodies Known issues: Error Popup regarding "No entry 'bin\config.bin/CfgVehicles/UniformSlotInfo.scope'." No reload animation for the RPG Special thanks to everyone for the help that I've gotten over the past few years. :D Download: https://withsix-usercontent-cdn.withsix.com/mod/c378d9b9-427b-4c20-82a9-3a907d646b46/logos/banner-420x120.png ArmA3.de mirror https://drive.google.com/file/d/0B6alL0752UOIZUcwZnFfYjhSSm8/view
  23. It isn't dead, progress is just slow due to work taking most of my time and motivation being low because of it. But I am still working on it... Slowly. http://imgur.com/a/c4hf0
  24. b00ce

    Aliens

    Looks good to me. http://imgur.com/a/F2lp9 As a side note, I would avoid using Aliens: Colonial Marines as a primary reference. Looking good so far pookie, sucks that plane_X and memory points are so limited. Perhaps you could make it change memory points when the ramp is down? It'll look clunky, but its better than having a floating APC in the cargo hold. RHS's C130 could also be of interest, I wonder if (With permission of course) it could be adapted to work with vehicles. Edit: Also, I really studied the footage during the atmos escape at the end, it looks like there's only one of the two seat benches and the swivel chair from the APC.
  25. b00ce

    Aliens

    That green looks REALLY good, maybe some slightly lighter brownish weathering splotches and darker, shiny, oil stains would do it some good. But it'll have to come after you give it a proper UV.
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