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Everything posted by da12thMonkey
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
In that case, no, we probably won't add them. Marker lights only show on helicopters when collision lights action is turned on, and unlike reflector lights; the marker lights cannot be hidden by user animation. However, reflectors cannot be made to only show in NV (so no use for your desired purpose), and are only active when landing lights are turned on; so wont behave as collision lights (precluding the use of reflectors to generate the visible collision lights). Therefore we can't replace one set with reflectors. So the choice is initially either to make normal visible collision lights, or lights with the onlyInNvg = 1; parameter. Or have both visible and "onlyInNvg" lights displaying at the same time, but that defeats the purpose of the NV-only lights. Making marker lights selectable between visible and is not possible, and I don't think it's appropriate for a regular UH-60 to have only IR collision lights like the MELB (it is more appropriate for SOF aircraft like the MELB) Fake collision lights can be made with polygons in the 3D model and use of emissive[] in the .rvmat to make them glow in the dark. These can be animated (Black Wasp in the Jets DLC use this for the wingtips, as the lights need to move with the folding wingtips) but they don't produce a marker light halo that's easily observable at long distances (so are a bit shit as visible collision lights). There's not really a way to make an emissive[] .rvmat that is nice and strongly illuminated only in NVGs (can set low values that are more observable in NVG than in normal vision, but there is always a faint visible glow in normal vision as well). And again, scripting is involved if one wants to make them strobe. So ultimately,this is not an ideal route, and amounts to more work, for unsatisfactory results. But I mean, if you want only the NV lights on that pseudo-MH-60 in the same way that the MELB has, it's surely possible for you to to add the onlyInNvg = 1; parameter to the class MarkerLights, if you are capable of adding a black texture fix and an attachTo'd refuelling probe to the RHS UH-60 at init.- 16577 replies
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Tanks - Missile flight profiles and weapon improvements
da12thMonkey replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Speaking from experience though. People complain a lot if you add multiple sensor/warhead variants of the same missile and don't make their different purpose immediately accessible. Seems a lot of people are reluctant to e.g google the difference between an AGM-114L and AGM-114K or AGM-65E and AGM-65D. As @scavenjer pointed out, you can't really rely on all players to understand why something does or does not lock, simply from using it. They will tend to use any alternative method that they have had (limited) success with on a similar weapon, and assume that's the correct function of the other weapon. In ignorance of other methods of employment that might yield better success in a scenario, and subsequently restrict their use of the weapon. The more variety and complexity you have, the more "training" resources you need to provide.- 328 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The helicopter in your video doesn't appear to be made by RHS since we have no MH-60 in the mod. So it's not at all helpful in determining what you are asking for. RHS' UH-60s have collision lights and strobes. But because you're showing us some other addon we have no idea if you mean some other kind of light, or are mistaking some other addon that doesn't have any collision lights, for our helicopter. They release invisible flares at a reasonable rate, over an extended period of time. Same limitations and effectiveness as with the regular flares, apply - it's not a shield of invulnerability, and some missiles will defeat the odds and hold their course. So you improve the odds by evading.- 16577 replies
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How to animate Rocket flames
da12thMonkey replied to Phantom Hawk's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I assume the rocket is firing from a weapon? This is the sort of setup we've used on RHS missiles and rockets. config.cpp parameters in cfgAmmo class: inittime = 1; //1 second delay before thrust begins thrustTime = 3; //Rocket will thrust for e.g. 3 seconds. Copy this value to Hide_Flame anim's `maxValue` in model.cfg thrust = 390; //Rate of acceleration ms^-2. Rocket will accerlerate this much until thrustTime ends. Will not exceed maxSpeed maxSpeed = 1029; //Top speed that the rocket can reach. maxSpeed/thrust = time to reach max speed. Params can therefore be set so that this thrustTime is longer than, shorter than, or equal to the time it will take to reach maxSpeed, depending on desired boost/sustain characteristics of the rocket. Important take away is that you will use the same value for thrustTime in the config.cpp, in the source = thrustTime; animation to hide the rocket flames when the motor cuts out. Otherwise the flames just stay on if the values don't match. Model.cfg: //Unhide flame when thrust begins, after initIime class Unhide_Flame { type = hide; source = thrustTime; selection = fire; hideValue = 0.0; unhideValue = 0.05+0.25; minValue = 0; maxValue = 1; }; //Hides flame again when thrustTime ends class Hide_Flame: Unhide_Flame { hideValue = 1; unhideValue = 1.15; maxValue = #thrustTime Value#; }; If you're not using an initime to delay the launch characteristics of the rocket and thus the flame appearing: set unHideValue param on class Unhide_Flame anim, to 1 for the one second delay. Not necessarily answering your question, but may be useful if you are using an inittime delay on the rocket: config.cpp parameters in cfgWeapons class: initSpeed = 0; //initial launch speed (m/s) of the munition when trigger is pulled If you want a kick booster etc to push it away from the firer, set this to some reasonable value. 0 will just free fall until ammo's initTime clock runs down. -
Tanks - Missile flight profiles and weapon improvements
da12thMonkey replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Glances at @oukej, sets #REDACTED# = 1;- 328 replies
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In vanilla Arma, against AI. There's not much reason not to lase from the start and lock on at that point if you can find the laser spot. Other than maybe where you're doing a toss attack from behind terrain (though CCIP isn't really helpful in doing this - you'd need to practise well-defined altitude/speed/AOA release patterns to get the bomb in the right area). If BIS make it so sensors can detect laser emission sources similar to passive radar sensor, and respond defensively (deploy countermeasures, direct weapons towards the laser emitter etc. - think how Shtora works); that might change the incentives for LOAL. But I don't expect they will. But as @Strike_NOR points out, it's a matter of reflecting what the weapons are actually capable of doing. And in MP where you can have people who actually notice when there's a hostile laser designator appearing, it will be useful. Also if one is to make an aircraft that doesn't have a laser sensor that is able "lock" on to sources before release (allowsMarking= 0; or simply no native laser sensor on the launch platform), they would still be able to employ LBGs by letting them seek their own targets during the terminal phase. Might actually look at doing that on some vehicles in RHS where it would be more realistic to do so: I had to add a laser sensor to the UH-60 ESSS, to get the available Hellfire and DAGR loadouts to lock on to external JTAC/Apache/UAV lasers. But if we add LOAL to the missiles, I can probably remove the Blackhawk's sensor. ↓ Makes an excellent point about max range vs sensor ranges too ↓
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Bomb still has to be tossed somewhere relatively close to the region where a laser is illuminating. Judging by the config parameters, the bombs search a 180 degree arc (+/-90 degrees) for laser targets within 300m, when the bomb descends to a 300m altitude So you should use the CCIP indicator in the HUD or TGP view to lob the bomb roughly where the target is, and then it'll do the rest by itself.
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Does this improved LOAL capability apply with the laser-guided and Guided/sensor-fuzed/SADARM artillery shells as well? Terminal guidance on arty shells/submunitions doesn't seem to have been functioning all that well for a while. Certainly less than I remember it in A2/OA Also, are there new params or is just using existing autoSeekTarget+lockSeekRadius mated to sensors?
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Certain light sources have a strange bug
da12thMonkey replied to kvntvan's topic in ARMA 3 - TROUBLESHOOTING
Depth of Field blur setting in graphics options does that. I always turn DoF off. -
Changing LIM LMG Grippod texture?
da12thMonkey replied to joostsidy's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Camo_3 selection is for the grippod. Example config: Default texture paths: -
RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Because it has an adverse effect on the game's stability. Memory-related CTDs seem to be a lot more frequent when using our options to extend the PiP viewdistance. For BIS, it would be bad to include options that they know will lead to crashes on a reasonable percentile of users' PCs with very little indication that the crash is going to occur. It's not quite like many other graphics options where there's a clear cut fps drop telling you whether you should run the game that way or not- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's adding some extras settings to class CfgVideoOptions>>class PiP with increased value. Nothing remarkable. It is a global graphics option however, meaning it doesn't only apply to one specific addon or display: It makes sense for big total conversion mods that are meant to be run in isolation and change some aspects of the base game. And for specific graphics adjustment mod's like Sam's Enhanced Video Settings (which also adds extra an extra 4000m "Super" PiP setting, along with several other extra CfgVideoOptions settings in this same manner). I can imagine there would be some headaches if every small standalone mod added a ton of extra classes, all trying to do the same thing- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
85% grade is around 40°. It's very steep for a road, but not impossible From what I can find, HEMTT is only officially rated at 60% grade though (~31°). I think ours can do that, but it's worth testing I guess- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
TV system for the MiG-29SM is still WIP. Including the weapon sensors, pilotCamera dialog and in-cockpit MFD. Same with the navigation system For now, treat it as an improved MiG-29S fighter, with the radar display for those that abhorred trying to use the HUD-only approach of the older aircraft.- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You already can (or at least you should be able to, unless something else is interfering with the FMTVs) Depends on the vehicle For something like the UH-1 it's [_Vehicle, "cargolights_hide"] call rhs_fnc_toggleIntLight; For trucks and MRAPs it's usually [_Vehicle,1] call rhsusf_fnc_carLightToggle; Or an equivalent command for AFRF vehicles Maybe easiest to check the ingame config viewer and see what the statement = ; parameter is for the interior lights in class userActions for that vehicle. And adjust the variables accordingly. Bear in mind that the vehicle's lights need to be turned on in order any lights to show. Whether internal or external.- 16577 replies
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Community Upgrade Project - CUP
da12thMonkey replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Likely, the radar's groundNoiseDistanceCoef and maxGroundNoiseDistance need tweaking a bit for detecting ground targets. Possibly the base values from SensorTemplateActiveRadar changed in Arma 3 to help mask low-flying aircraft, since most radar applications in Arma 3 are anti-air. I know I recently had to do some config changes for an Mi-28 radar, where I was fairly certain it could detect ground targets when it was initially configured. -
RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes. We're only stipulating that no retextures be done by third parties, where an author has expressed a preference that people do not do this. As it is their right to determine how their work is licensed as part of RHS. So far, nobody who has made content for RHS has stated that they would prefer that any of their equipment/vehicles/weapons other than the ACU, not be available for retexturing via hiddenSelections, using a separate config and .pbo. So for now, we are only asking this of the ACU uniform. As ever though, we don't permit modification of .p3d files; so it is inherently prohibited to retexture models that do not, or cannot use hiddenSelections. As such, we're not saying it's a free-for all on retextures for every other model besides the ACUs. An example would be weapon attachment models; as the game does not support config-based retexturing of weapon attachments - though we would very much like that to be an option.- 16577 replies
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Full name for the current L22A2 in service is RIFLE SA80, 5.56 MM L22A2 SA80K so of the choices there, SA80K would be the "correct" one. If they bother to modify them with the strengthened welds for the breech block and top rail, they would probably become L22A3. However, with the carbine there would realistically be issues with using the extended top rails on the current L85A3 designed for the FIST rail adapter, or the full-length picatinny rail like the one on HK's prototype. The L22 top cover needs a slot cut out of the top of the receiver in order for the operator to remove the gas piston, otherwise there is not enough room between the gas block and the receiver to pull it out. Something that is illustrated towards the end of this video from Forgotten Weapons So the MoD maybe wont bother upgrading the carbines, and just continue to use the old school short rail adapter for modern picatinny/weaver optics for those that need something other than SUSAT
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smallarms NIArms Release Thread
da12thMonkey replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
https://steamcommunity.com/sharedfiles/filedetails/changelog/667396202 (and some browser zoom I guess) -
They don't really. The UK had plans to fit Starstreak on the tips of the winglets in box launchers containing two missiles. Trial launches were conducted in the US with the WAH-64D prototype, but AFAIK Starstreak was never introduced as an armament on the Apache AH.1. The UK doesn't use Stingers or AIM-9s which are the other certified AA armaments for Apache. Currently, the space on Apache AH.1 is occupied by the MAWS sensors for HIDAS. So there's not really an option to mount anything there any more, anyway. Similarly, the AH-64E currently used by the US army, (and in future the British Army) uses this space to mount MAWS (called AN/AAR-57 CMWS in the US) or a LAIRCM pod which features the CMWS sensors and an additional AN/AAQ-24 Nemesis DIRCM system. Dutch Apaches also use CMWS and/or Nemesis. But in a different pod. So the ability to carry AAMs like Stinger, seems to have been totally dropped in favour of a better defensive aids suite, which is more vital to the aicraft's survivability against a wider spectrum of threats, than trying to fight enemy aircraft. Edit: Seems that Taiwan and South Korea's AH-64Es have new fairings for mounting sidewinders in place of the CMWS mounts seen on most AH-64Es Nemesis is already used in the UK on Merlin, Hercules, Globemaster and Voyager among others. So could potentially see use on our AH-64Es.
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Cannot load texture even though there is no face mapped on model
da12thMonkey replied to giorox's topic in ARMA 3 - MODELLING - (O2)
Is the config.cpp trying to assign some textures through hiddenSelectionsTextures? Are you doing "clear temp"/"full build" when repacking the .pbo after removing the textures from the model? -
RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Alpha sorting got broken at some point. Should be fixed next time- 16577 replies
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A-10 Warthog Series Standalone
da12thMonkey replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
A-10A doesn't have a targeting pod. Pilot Camera mode is meant to represent the TV camera targeting system on the front of Maverick missiles. A-10A has no ability to self-designate for laser-guided weapons A-10C can carry Litening and Sniper XR pods, which will allow you to use a laser designator -
RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No it will definitely still be fixed illumination. Changing brightness on the reticle for 3D optics requires a different .p3d model file for each setting, and if we will replace all the existing Specter classes there will already be half a dozen different models required for basic things like different coloured textures, doing MRDS/no MRDS versions, 5.56 (SU-231) and 7.62mm (SU-231A) reticles and probably PiP optics for each one. We wont be able to manage having an additional half dozen copies of each model, just to change the brightness of the dot. It makes doing eventual bugfixes and maintenance updates for the Specters, too much work if there are 50-odd p3d files to sift through every time and apply the changes to each one.- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Another update from our social media pages: Made by our dear leader @soul_assassin, who gives me far to much credit for lending him a couple of bits and pieces from an older model of mine.- 16577 replies
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