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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
I'm pretty sure that practically all of the .pbo files have had some update or another in the past 6 months anyway. And Steam's servers are MILES faster than the host we had for wget. So you'll probably save time.- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
RHS have never maintained the PWS mirrors ourselves. The PWS staff can usually be relied upon to provide mirrors eventually, and we appreciate their efforts to mirror the mod. Same with Armaholic and other community hosts.- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
RHS Update 0.4.2 It has been almost six months since our last update and we know you have all been eagerly awaiting our next patch. This has been an unusually long development stretch without a release for us, but we wanted to bring a bit more to the table than previously. This update will not only bring an array of new vehicles, weapons, items and features but also delivers a whole new faction/mod. Some of you have already noticed Serbian servicemen in some of our teasers, but we have never formally announced their official inclusion into RHS. Today however we would like to change that. In the past, “The Serbian Armed Forces Mod” team has successfully collaborated with RHS on the creation of GREF. This collaboration has resulted in a very strong bond and the eventual merger of their talented members into our team. We are very proud to introduce RHS: Serbian Armed Forces as a new mod in the family. It has been able to completely leverage the assets of other RHS packages all while delivering a very varied and unique base of it’s own content. We are very excited to have them within our team and believe you all will be too. RHS: SAF like RHS: GREF, requires AFRF and USAF to play. The full list of new and fixed things can, as always, be found in the changelogs that are located in the downloaded mod folders. Alongside this patch comes our transition towards the Steam Workshop, where this and all future updates will be primarily located. This means that the updaters that you guys so loved/hated will no longer be supported . We will be thinking of re-implementing some sort of a solution for server deployment for those of you that run on Linux systems, but that will come later. Our site will also receive a facelift at some point to reflect the transition to SW and could right now contain outdated information. To get you started on discovering some of the new items and features in 0.4.2, Richards has been kind enough to make a very thorough overview video. We suggest you have a look while the mods are downloading: Lastly we would like to thank you all for voting for us in the ModDB Mod of the Year Awards! Thanks to your effort we were able to take 9th place, which is a great honor for us, as a top 10 placement for an Arma mod does not happen every year. The Mod of the Year awards were even mentioned in a recent Forbes article (http://www.forbes.com/sites/kevinmurnane/2017/01/01/the-game-mods-of-the-year-awards-from-mod-db/#42d7ea3378cd). We hope you will enjoy this release and remember, if you spot any bugs please report them here: http://feedback.rhsmods.org Steam Workshop Links: http://steamcommunity.com/sharedfiles/filedetails/?id=843425103 - AFRF http://steamcommunity.com/sharedfiles/filedetails/?id=843577117 - USAF http://steamcommunity.com/sharedfiles/filedetails/?id=843593391 - GREF http://steamcommunity.com/sharedfiles/filedetails/?id=843632231 - SAF http://steamcommunity.com/sharedfiles/filedetails/?id=843770737 - RHS Collection Torrent files: https://drive.google.com/open?id=0B0TurMckbx-bR0VVNEJsbFdWNjA- 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 the Zastava M21A. Has been in GREF since the beginning, so it's not entirely new. However, SAF does have some additional versions of the Zastava rifles, which aren't in GREF If you know how to edit the Su-25 loadouts via the init line, then yes you'd be able to load the B-13L pod magazines, S-13 launcher weapon, and the various S-13 rocket magazines to fire from said weapon from the Su-25- 16577 replies
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German Armed Forces Mod
da12thMonkey replied to GalComT's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Oh wow, this one's managed to stay alive for the screenshot Or has he just frozen to death in that position? I can't tell -
RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Haven't made a suppressor for it yet. It's on the to-do list for a future version of the mod, past 0.4.2. So you'll be waiting a while for that. And very unlikely we'll make subsonic ammunition for something like the M40 without proper reference material for subsonic cartridges that are actually used by the US military and USMC in particular. Fact is, subsonic ammunition is of very limited battlefield use because it has extremely short effective range (<300m usually), and a 1.35m long, 10kg rifles like M40 (with a suppressor and optics fitted) aren't really optimal for short-range clandestine stuff. Look how Russia employs a short, purpose-designed covert sniper rifle like the VSS - The closest thing to that that I'm aware of in USMC use was the XM-3, but even for this I can't find accounts of subsonic ammunition used in its run in Iraq- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The fundamentals of it are the same as writing any dialog https://community.bistudio.com/wiki/Dialog_Control The UI is connected to the turret with turretInfoType = "someClassName"; where someClassName is a dialog class defined in class RscInGameUI. In this instance it's all in RHS_RscWeaponKa52_FCS If the display inherits from class RscUnitInfo (as most unitInfoType, weaponInfoType, turretInfoType etc. classes do) there are already various idc numbers that will output info from the game itself, like optics mode, zoom level, rangefinder, zeroing from BIS_fnc_initDisplay since RscUnitInfo has. onLoad = "[""onLoad"",_this,""RscUnitInfo"",'IGUI'] call (uinamespace getvariable 'BIS_fnc_initDisplay')"; Subclass names for the various UI elements in the Rsc are usually quite descriptive of what idc does what. Other custom UI elements require information output to unique idc numbers from custom scripts, as outlined in the dialog control wiki page. And you'd need to add those functions to to the onLoad call (and in some cases remove upon the onUnload call). The Ka-52 UI has various elements using controls from the reyhard's FCS script. I believe single-seat jets use e.g driverWeaponsInfoType = "RscOptics_CAS_01_TGP"; to handle the dialog for the pilotcamera. So I imagine that would be a good place to start looking in terms of modifying it for something like the F-35's EODAS display.- 16577 replies
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ARMA 3 Addon Request Thread
da12thMonkey replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
There are also these that come with the Arma 3 tools: https://community.bistudio.com/wiki/Render_Worlds -
You can put your custom animation source name in the model.cfg and test in buldozer without writing the config first. You don't have to put user in the model.cfg at all and deal with the ensuing weirdness. Buldozer will use whatever source names exists in the model.cfg because the control values all come direct from the user's [ ] key inputs or scrolling the mouse wheel. Not from any scripting or simulation. It's only ingame where it actually matters whether the named source is defined in the game or not
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The way to do it is not to use the user source in the model.cfg. You create your own animationSource like apollo showed (with source = "user"; in the config.cpp) and put that custom animation source in the model.cfg as the source for both animations. AFAIK, then when you write the class userAction (also like Apollo also showed) you can bind each action to one of the key input actions https://community.bistudio.com/wiki/inputAction/actions with the shortcut = parameter, such as shortcut = User8; If not, I guess it's a matter of scripting the action to a keybind.
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Probably easier to just use one source for the animation of both wings rather than giving each one its own source, and use the https://community.bistudio.com/wiki/animateSource command to trigger all animation classes in the model.cfg that use that source
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Strictly speaking it stands for "Naval Special Warfare", but in the context of the helmets it means they have a SOE Gear NSW Helmet Ballast pack on the back of them https://www.originalsoegear.com/products/nsw-helmet-ballast- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well we're not going to work on terrains. So you'll have to find them from somewhere else. I don't see what the problem with running CUP terrains with RHS is. AFAIK there's nothing inherent in any terrain addon that makes it incompatible with RHS, and it's not like CUP Terrains or Terrains Core requires the Weapons/Vehicles/Units addons of CUP, if that's what you're worried about. If we did include terrains in the mod, they would be a separate download just as CUP terrains are.- 16577 replies
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Not exclusively for FFV though. It does work on the main weapon turret for ground vehicles, such as the Co-Driver's SPMG turret on LSV_01_armed_base_F and the main turret on RHS' Abrams. Hence my suggestion of trying it on the Tiger's main turret. BIS' LSV SPMG turret is configured thus: Note it has class TurnIn and a limitsArray...[] polygon defined so that the SPMG fits in the bounds of the LSV's roll-cage geometry, even though it's not an FFV turret (inherits from MainTurret (from class Car_F), not CargoTurret, isPersonTurret is not defined, and has weapons[] defined)
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Does defining limitsArrayTop[] and limitsArrayBottom[] polygon not work on helicopter turrets then? I remember BIS stating that it should work for vehicle turrets when they introduced it for FFV seats, and have seen it used on tanks to stop the gun poking though the engine deck when the gun is depressed and rotated to the rear.
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes it jams friendly comms as well. In fact I think it was reading accounts of the problems caused by Counter-IED ECM in Iraq and Afghanistan, disrupting comms between friendly forces operating nearby; that made reyhard interested in trying to include radio jamming as a feature of the RHS DUKE system.- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
AFAIK only the SOCOM 4*4 RG-33 is equipped with CROWS. And the AUV version. So CROWS wont be on the M1232 RG-33L and M1237 RG-33L Plus The current 4*4 RG-33s will be phased out of the mod completely, in time. Rather than adding CROWS to the current ones to make a SOCOM variant. We want to replace them with other, more widely used MRAPs, built with better 3D models. The RG-33L represents the first stage of that, so you'll see that the older 4*4s are now hidden from the US Army faction to be superseded by the RG-33Ls, and only remain in USMC until there is a suitable replacement (the old classes can still be spawned for the time being though, so as not to break old missions). This was all explained a long time ago, and has been why the RG-33 4*4s don't have basic things like proper textures (for the interior, lights etc.). The guys stopped updating the 4*4 model at least a year ago.- 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'll be in 0.4.2. The RMR was made to go on top of the 6x TA648MDO that I modelled for RHS, that will also be in 0.4.2 I thought I may as well include a version of the 4x ACOG TA31 with the appropriate mount for a RMR as well, since we had the RMR model and TA31. And we'd need the same piggyback mount if we plan to make a TA11SDO in future. May as well put it on the same texture sheet as the version with the rail mount, and get it all baked and textured at the same time rather than revisit it in X months or Y years. General Note (because people have a habit of reading too much in to things ): I'm not saying to anyone reading this thread that there is a TA11SDO currently in the works. So don't expect one any time soon, just because I made the RMR mount already.- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I prefer RMRs personally https://forums.bistudio.com/topic/183435-rhs-escalation-afrf-and-usaf/?do=findComment&comment=3109897 http://imgur.com/a/gP2VG- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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Jets - Sensor overhaul (Radars, IRs, Lazors, PGMs)
da12thMonkey replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Am also interested in the passive aspect of weapon locking. What happens when an aircraft locks on to a target detected with the passive radar sensor (RWR) and the target switches radar off? Does the missile continue to track the vehicle if it moves from the position where the radar went dead,does it fly to the last known position, or simply stop altering its heading? Guess I'd need to test with someone in MP. I've tried against AI and I think I was able to lock on the radar source beyond the distance of the To-199's IR and visual scanners; proving that passive radar locking works. But the Cheetah's AI wasn't smart enough to turn off radar after I evaded all its AA missiles and launched an AG missile in response. :D- 957 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
They aren't upside down: OGPK turret- 16577 replies
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Community Texture Templates.
da12thMonkey replied to slatts's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
They are on the dev branch version of Arma 3 Samples through Steam. Along with .psds for the other Apex vehicles. -
RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This problem was noticed during our testing and is already fixed ready for the next release- 16577 replies
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