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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
Can't do it on its own. It's a standard UH-60 support helicopter, not a MH-60 DAP attack helicopter. The Hellfires and DAGRs were added mostly with multiplayer in mind, for use in fire support roles. With external laser targeting provided by e.g. and Apache or Little Bird in the same flight, or a FAC with a designator on the ground (or sat in the back of the Blackhawk's FFV seat works too). UH-60s aren't routinely armed with anything other than guns, and generally only use ESSS for carrying fuel or baggage pods. But the above fire support role with FACs or mixed flights of Apaches etc. was envisaged as a secondary role during the Cold War, so it seemed fair to add the capability while we were doing dynamic loadouts for everything anyway.- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yup. For AI units you'd have to use the special AK version that's generated by the script, as the linkedItem rhsusf_acc_T1_low_fwd_ak- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Uploaded the wrong version of a couple of configs So the new desert vest and Zrak binocs weren't showing- 16577 replies
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Importantly though, the flag proxy must be included in the last resolution LOD. As the game determines the flag's proxyshape from the last LOD for some reason.
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
We even made a template for you http://www.rhsmods.org/w/acu- 16577 replies
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Select your UVs in the screen. Then enter the scale factor you want in the U (horizontal) and V (vertical) axis boxes in the "Parameters" section in the middle before hitting "OK" (or "Apply" if you intend on doing more transform operations before closing the window) I'd recommend setting the "Center" in the lower left to "Other..." and choosing [0,0] as the origin of the transform operation there. This will tile directly from the top-left corner of the UV space.
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No point making a ticket at all. The M84 MG is just a stand-in model that is going to be replaced There wont be any fixes made to the current model in the interim- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Unfortunately it's rhs_spec_weapons_crate Has been fixed internally- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Event Handler The sight switching stuff for the magnifiers is scripted to detect the event of key presses (because we need a script to swap the model out for a new one). Normal optics mode switching is all engine-based. Unfortunately scripts that detect your keybinds for other actions, aren't very good at registering mouse clicks. I think the guys have suggested that using ctrl+rmb only for the keybind (i.e. getting rid of the NUM-/ bind), can work. But I'm not sure. It's one of those limitations we don't have time to work around yet so you might just have to live with it- 16577 replies
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UV editor
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Depends if LODs get made for it or not. Might get removed if it's never finished- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
We don't really pay much attention to suggestions/requests unless it directly relates to bugfixing on existing assets In which case there is http://feedback.rhsmods.org/- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Would mostly just need to include the appropriate hardpoints[] entry from the RHS magazines you want, in to the plane's pylon hardpoints[] list, and ensure the pylon has a large enough maxweight value. Hardpoint names can be found in the config browser It's standard configuration stuff for dynamic loadouts. But is implicit on the vehicle model being set up for them (proxies with correct simulation type). So it's not something you'd be able to add to an addon that doesn't support dynamic loadouts. Alternatively add things with the setPylonLoadOut script command in a mission. Rather than having it as an addon. Setting "true" as the third array value (forced) will bypass hardpoints and maxweight limitations of the vehicle's pylon. Bear in mind there are some special magazines for the MiG-29 and Ka-52 to add particular launch rails/bomb release units, and these might not look right on other aircraft. Same with the GAU-19s on the AH-6 MELB- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Not currently. Needs additional configuration of "mine" variants of each submuntion type first. Maybe some extra model files based on the current "flying" submunition models, but arranged differently to suit appearance as UXO It's not difficult, but it's tedious. And didn't seem critical when we were pushing for time on other things. Also, I think we need to look at how if alters the effectiveness of the cluster munitions: In most cases they're already using half the number of submunitions their real-life counterparts have. Because using realistic amounts was really tanking frame-rates. Stopping a percentage of them from exploding on impact as well, might be gimping them too much.- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Minigun sounds on the AH-6 are working for me so far as I can tell (M134 and GAU-19). Are you running any other mods that might interfere with it? ACE compat for the last version of the mod, a sound mod that modifies RHS sounds etc. etc.? We've found before, that DynaSound broke minigun sounds. As for the gunsight, it's possible to line it up by moving the pilot's head down using Controls>>>Keyboard>>>View>>>Move Head Down. It's something I was aware of, and came about because in using common dynamic loadouts magazines for as many aircraft as possible, we can't angle the muzzle of MGs and rockets off-boresight like they were done before on the MELB. So now the old position of the mark doesn't match where the weapons aim as well as it did before. We'd have to move it upwards a bit (but it's not that easy to do in Object Builder because of the shape of the window and way it's UV mapped). However users with head-tracking devices (TrackIR etc.) have been complaining for some time that it was hard to align themselves with the aim marker when they have room to move the head upwards and downwards relative to the marker. So I wanted to see whether by some happy accident, the fact that the guns now line up with the fixed limit of downward head movement, would help them find a good frame of reference for aiming.- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Because gatordev has flown in Seahawks and used Hellfires for years. So I trust his opinion on the battlefield limitations of achieving reliable targeting with the missile (atmospheric conditions, ambient light, target surface and location effects on laser transmission), and typical engagement ranges for its use, more than Lockheed's marketing material.- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
5km sounds perfectly reasonable. The sensor can already "see" to 5km even if it can't get a lock. So I might extend both values. There should be some autoseek parameters for missiles as well, but testing them I don't think we were ever able to get an indication of their behaviour working as autonomously as expected, without a manually confirmed lock.- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Kind of a feature. But it's one that can be contentious and may be redressed if we find good arguments and data for changing it. IRL (obviously), the kinematic range of Hellfire when launched from the air is 8km. But it's not necessarily the range it will be able to establish a lock. Locking is dependant on the quality of the reflected laser energy on the target. If conditions aren't perfect then the received signal might not be good and makes it difficult to acquire a lock. Reflection quality can be better with remotely designated targets, since the laser source may be closer to the target and provide more energy at the point of reflection. However, self designation suffers loss of energy under transmission to the target, upon absorption, and in reflection back to the launch platform so can be less reliable. Also, Hellfire in LOAL mode is able to be fired without a laser source to lock on to, and acquire one itself once it is in the target box; Which is another factor in increasing its nominal engagement range. Understandably there is no unclassified data on the kind of engagement ranges where Apache, Cobra and the like are self-designating LOBL Hellfires under battlefield conditions - akin to the main way the missiles will be employed in Arma. But I don't think we wanted to assume perfect conditions and have the Apaches etc. unfairly dominant on the battlefield. And we don't really have a LOAL mode. We had a similar thing with the AGM-65Bs: Most places you go, you'll see Maverick's ranges quoted in excess of 20km without differentiating seeker types and the type of target; because they are kinematically capable of this. But in this instance, researching further provided plenty of evidence that early Mav TV seekers on the A and B models couldn't differentiate a tank from the background until they were 3-3.5 km away, and maybe a large structure from 15km, even in quite good conditions. Fortunately we have lots of different seeker types for the Mav that provide people with other options in their scenario.- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
To have one extra magazine pouch? Fucking hell... We don't have any pistol holsters. Otherwise I might have put one there instead.- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Storage capacities for the MBAV were left the same as the equivalent SPCs. So that I didn't have to dick around too much with changing all the MARSOC loadouts to fit their new vests with lower capacity, and potentially break people's missions where they've modified MARSOC loadouts Unless you mean the model. In which case there's a "Light" version and "Medic" version with fewer mag pouches. We're not going to make every pouch configuration under the sun.- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
There are no AGM-65M/N Only 65B (old TV contrast sensor that can't see at night and has pretty short locking range), 65D (IR - can see at night and lock on warm targets at a much longer range than 65B), 65E (LASER), 65F (IR again, but slightly better as spotting targets on the horizon at longer ranges against the sky background) and 65H (CCD sensor - an improved 65B really; with longer locking range and slightly better low-light performance). Sure you don't mean AGM-114M/N? Those are LASER-locking like the AGM-114K, but have different explosive warheads.- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes. No Airburst and smoke rounds aren't in because it was a bit of a last-minute decision to include MAAWS in this patch, while there was a desire to rework the implementation of those scripted features in future. Aims to optimise code and probably take a different approach to how players interact with the fuses- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Because it's WIP, and MiG-29 was the testbed You can easily script forcing it on to the Su-25 https://community.bistudio.com/wiki/setPylonLoadOut- 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 is WIP. We were aware that it's there in an unfinished state, and I did ask reyhard if he wanted it deactivated before release. There are a couple of air weapons that are a bit of a placeholder: Usually with a different bomb or missile model as a stand-in. But we felt it was okay to keep them in until unique models are made, since they offer some flexibility in seeker types or explosive power that might be considered beneficial to mission designers. More so than having the correct model.- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Probably can't at the moment. Arma 3 1.76 broke some things with loadouts on multi-turreted aircraft like the Tu-95. There is an issues of losing control of weapons when changing the dynamic loadouts weapons on the Mi-24 (because it has FFV seat turrets), which also affects BIS' own Y-32 Xi'an VTOL from Apex All aircraft worked fine during development, before the Laws of War patch. And we understand that BIS are aware of the issue with their Xi'an so we may see some reversion or progress that gets it working again. So we kind of have to wait to see what changes to make to get things back in working order- 16577 replies
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