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b00ce

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Posts posted by b00ce


  1. On 2/24/2023 at 3:17 PM, da12thMonkey said:

    Arma's loadouts system is rather limited in that the launcher loaded on the station/pylon proxy is defined by the magazine, and magazines can only have a single ammo type loaded or weighted probability that the next round fired will be one of a listed type. You can't really do any mixing of munitions on the same pylon/station without hard locking that station to a particular launcher per vehicle class 

    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.


  2.  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.
    image.png.0b0108f597c38fdf0d42ed4a082108
    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.


  3. 1 hour ago, gatordev said:

     

    Forgive the off-topic, but that's interesting to read.  Our guys are initially trained to use the circle sight (I forget the name, but looks like an old WWII AA sight) on the GAU and the M240 for daytime.  There was some stuff in the pub about where in the quadrant/ring to put the target based on speed and the standard Right, Right, Low or Left, Left, Low leads.  For nights, back in the day, we used PEQs (I want to say PEQ-2s, but I can't remember for sure) on the GAU-16.  Nowadays they use IZLIDs on the GAU-21s.  Obviously the PEQs/IZLIDS can be used to lasso/mark targets, as well.

    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.

    • Like 2

  4. On 10/28/2020 at 9:44 PM, starlord1214 said:

    hey have a question were the 50cal machine gun placements plus Blackhawk Mini Gun had a optic in real life or no? im just asking because their are optics in gun emplacements and mini guns in RHSUSAF that i not seen before or if they existed in the US Army

    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*

    • Like 7

  5. 23 minutes ago, yax said:

    Thanks for all that info, we really appreciate it. I've been told before that our exterior was based on a UH-60L, but they didn't bother explaining any of the differences(other than pointing out the lack of UES), the amount of detail you described is awesome and will be very useful for us to move forward with.

    I can't say we'll be changing every little bit of it, but we'll try to fix some of these mistakes we made, especially things like removing antennas that shouldn't be there will be an easy fix.

     

    The cabin we'll be doing a lot of work on, we had not touched on it at all yet as we showed off the exterior. Things like the door positions and animations have already been fixed. The FRIES system is the ACE one in the images but we'll likely be building an (ACE compatible) custom one. 

    The hoist we'll likely be keeping around by default just because it feels like it might be a nice little bonus gameplay gimmick to have available.

    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.


  6. 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:

    1. The edges of the windshields should be sharp 90 degree corners, instead of beveled.
    2. The aircraft shouldn't have those homing antennas that are just behind the pilot doors. That's an Alpha/Lima model thing.
    3. 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.
    4. 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:

    1. 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.
    2. 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.
    3. 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.
    4. 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.
    5. The aft Laser Warning Receiver is installed on these blocks. Also the vent below this one is only on the left side.
    6. Active duty UH-60Ms typically don't have hoists installed, but National Guard and Reserve units may have them installed.

    Tail:

    1. 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.
    2. 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.
    3. 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.
    4. There's a loop antenna just above where the tail landing gear attaches.
    5. 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:

    1. 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.
    2. The blades should have two small trim tabs (thin bits hanging off the trailing edge of the blade seen above)
    3. 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
    4. 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.

    • Like 8
    • Thanks 2

  7. 28 minutes ago, yevgeni89 said:

    For the first time ever I downloaded the dev branch and I love the SLR L1A1, and the BattleDress Uniform for the ERDL , I was curious about something though I saw quite a few German m40/m42 helmets , are they just extras thrown in or are they for like the Nationalist forces in the future ?

    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.

    • Like 2
    • Thanks 1

  8. 18 hours ago, warlord554 said:

    also added option to hide/show intake shrouds (also shows intake filter blockoff plate installed)

    https://imgur.com/Ryg22Zd

     

    intake shroud removed

    https://imgur.com/BB802uU

    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.

     

    15 hours ago, RellyRell said:

    What weapon system will be on the UH-60s?

    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
    • Like 7

  9. 6 hours ago, reyhard said:

    IR missiles detectors are not that much wide spreed even now so timed poping out of flares is still quite common and thats how for example it's working on Mi-24. It's rather rare view (alright, I'm exaggerate but same as you 😉) to see UV missile detector like  AN/AAR-57 on US Army UH-60M. 

     

    ps: poping out flares is valid tactic in Arma 😉

    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.


  10. On 3/23/2019 at 11:50 PM, kibyde said:

    Since a lot of RHS aircraft do not have a warning system for heat seeker missiles I drop flares in intervals to prevent a lock-on because that is how I think it works. Although there are timed countermeasure modes what is really missing is a countermeasure mode that keeps dropping flares in 2 - 3 second intervals and can be turned on and off with a button. The countermeasure modes that are in RHS at the moment stop after a certain number of flares dropped. This isn't ideal because in the heat of the action I often forget to start it again.

    Ideal would be to press the countermeasure button once to start dropping flares in 2 - 3 second intervals and turn it off by pressing the same button again. Holding the countermeasure button would burst flares as long the button is held.

    Anyway, love your mod and thank you for your hard work!

    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.


  11. Those models looks pretty good but I would ask for you to review updating it bit. Most of the gear was based off of Vietnam War era gear with scifi mixed into it. The helmets are too big as those should be Vietnam Helmets with the extra blast cover on the back. 

     

    Also the guns look a tad big in the mod. It could be scaled down maybe 10-15% further if you compare to to these screenshots from Aliens Colonial Marines Game for size:

     

    aliens_colonial_marines_14.jpgaliens_colonial_marines.jpgaliens-colonial-marines-bella-oneal.jpg

     

    I think if you borrow some gear from the Unsung mod and added the bits back on, it would be more scaled properly to how the movie was.

     

    But all good stuff in any case.

    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.

    • Like 1
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