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da12thMonkey

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Everything posted by da12thMonkey

  1. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Commander's positions with RWS etc. use the vanilla FCS (because they just have a rangefinder or simple MG), while gunner positions have a scripted FCS that's far more realistic in terms of laying the main gun. So they operate differently in general and that's why you have a disparity between gunner position on RHS tanks and things like BI's tanks. Is this an issue for you using the RHSDEV mods, or current 0.5.6 stable release? At this moment in time, the RHSDEV mods requires Arma 3 dev branch because the mod's keybinds are being transitioned to a new feature that BI are adding to Arma 3 where mod keybinds can be set in Arma 3's controls menu, independently from standard game controls or fully scripted keybinding systems. The binds through "RHS - Game Options" menu are being phased out and FCS scripts rewritten; so you need to have Arma 3 Dev Branch and set your binds through Options>>Controls>>Show: RHS - FCS keybindings dropdown. The default lase key is [T] under the new keybinding system. Not inherited from A3's "lase range" action. ^^Eventually this will be the case with stable releases, so it's worth everybody noticing^^ Infantry weapon laser/light attachment, stock folding, safety-catch etc. script binds are likewise getting this treatment. You can bind things to mouse button actions now too. If you're using RHS's stable release then I can only guess that something is blocking the FCS scripts from running. Like an addon/mission conflict or corrupted rhs(usf)_optics.pbo or rhs(usf)_main.pbo
  2. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Honestly I think you'll likely end up hating it and wish we did an Mi-35M instead 😄 Have you tried using the MCLOS missiles on the "early" Mi-24D we have in the mod? It's nightmarish before you even consider that Hind-A would have those paired with an even less effective gun turret
  3. da12thMonkey

    RHS Escalation (AFRF and USAF)

    All the visualisations I have seen of the Hind-As flown by 280 ОВП show the aircraft in Afghan colours. And my understanding of their initial deployment to the country is that even thought they were a Soviet regt. they were conducting missions at the behest of the Afghan government in aircraft destined for the Afghan Air Force. Then were later flying missions supporting the larger Soviet force using the Soviet Union's own, more modern Hind variants Things like this book illustration and the plates of the Zvezda Mi-24A kit depict the Hind-As flown in Afghanistan by 280th pilots this way, and I can't discern a Soviet Air Force star in the photo you showed. Whether those are accurate depictions or not is of course debatable, but they're from Russian publishers/manufacturers so I am inclined to trust how they present the aircraft flown by the 280th at that time. In any case, what I was talking about was whether it was believable that a region like Chernarus within the Soviet Union would have still had Hind-As around as late as the 1990s when the USSR was dissolved, and keep them operable until the 2009 conflict and beyond - i.e. whether a Hind-A would be something high on our wishlist for RHSGREF
  4. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Yes they were flying the Hind-As that the Soviets were supplying to the Afghan air force. The helicopters delivery was accelerated after violence in Herat, and there weren't sufficiently trained Afghan pilots. It's understood that Soviet advisors flew missions in VPAF Hind-As during the Vietnam War, and Ethiopian Hind-As during the Eritrean War of Independence as well
  5. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Hind-A would probably be a bit of a stretch for GREF. Chernarus was canonically part of the Soviet Union, where production had switched to building Hind-D before most Hind-A were delivered to Soviet forces and were put in service just 3 years after the Hind-A to replace them. So very few Hind-A were actively used by the Soviets and even fewer kept to the end of the Cold War. A good chunk of those produced, ended up exported to foreign nations like the above mentioned Vietnam, Ethiopia as well as Algeria, Libya, rather then being used all across the USSR. And it's those foreign ones that had some longevity to their service. I think Ukraine kept a couple of Hind-C trainers (there's two in museums that bear Ukranian air force markings instead of Soviet ones), but otherwise you don't really see much evidence of them continuing in former Soviet republics. If there are examples of any in e.g. Kazakh, Belarusian, Georgian, Armenian etc. colours I am yet to see it.
  6. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Yeah, no that isn't the kind of vehicle fire that the RHS effects are intended to represent. Those are large fuel fires that occur several minutes after the vehicle is damaged from the spread of small fires, and burns the vehicle to a complete wreck. By default, Arma vehicles explode into massive fireballs and turn to wrecks when their hull hitpoints are depleted. This is accompanied by a short period where they burn with big flames and heavy smoke like what you show in the pictures. RHS vehicles are generally quite difficult to kill in a way where they will explode catastrophically unless you hit the ammunition stowage. However it's quite easy to destroy the engine of the vehicle and effectively kill it. This is where the little smoke fire effect comes from: to give an indication that the vehicle is effectively dead even if the ammunition hasn't exploded. This smoke has a long lifetime because there is no other visual indication that the vehicle's engine is dead: no wreck model, no black burned textures covering the whole model, no turrets thrown into an adjacent field. So if you encountered a vehicle that had its engine destroyed several minutes beforehand it would be possible to mistake it for an active enemy if there was no smoke and embers coming from the engine. Unfortunately, BI's own fire and smoke effects for vehicles that are catastrophically destroyed, do not last long at all. So you don't get the kind of fiery wrecks from your photos littering the battlefield, because of how BI designed their effects. It's not what our smoke effects are for (which is why we didn't create the effects as thick black oily fuel smoke - the issue I was addressing from your use of blastcore - it completely changes the character of what the smoke is supposed to be), and we do not modify the game's default catastrophic destruction effects in order to make those kinds of fires happen.
  7. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Smoke is in that direction because I set wind to maximum velocity in the editor: Because I figured that's why the smoke was parallel to the ground and elongated in your pictures, and wanted to draw a more direct comparison with the density of the smoke. If your smoke is doing that in the absence of wind then there's something really weird with blastcore With less wind, the normal RHS-only smoke rises vertically and travels even less distance from the source than in the screenshot I took. The point I was making is that the smoke in RHS becomes transparent i.e. dissipated at a much shorter distance than with blastcore's opaque smoke
  8. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Are you using blastcore or something? Because the effects don't look like that in RHS alone. The smoke emissions are not as dark or dense, and do not last as long. So they don't appear unusual for the volume of smoke being produced by the small vehicle fires Obviously there's no point for us to look into that issue if you are using another mod that outright replaces the Arma smoke textures. We can't fix changes made by other mods
  9. Have you also edited the class Components for the main body of the vehicle in addition to the ones in Turrets? The vehicle has possibly lost class TransportCountermeasuresComponent. IIRC Components is one of those special classes like Turrets that need subclasses to be restored when making changes Components should include this line class TransportCountermeasuresComponent{}; But I am not sure if that only needs to be on the base vehicle (i.e where the countermeasure parameters are typically defined) or if it need to be in the target turret too. I have only needed to add it on aircraft, where the pilot in the main body of the vehicle is the one who controls the countermeasures. Nothing more needs to be defined inside the TransportCounterMeasuresComponent class {}; brackets so you don't need to figure out some inheritance for it. So long as the class is there.
  10. da12thMonkey

    RHS Escalation (AFRF and USAF)

    As @fingolfin said, you need to change the parent class for GripodSlot on the weapon classes that are designated rhs_grip2_change = "classname"; so that it inherits the new RHS slot rhs_western_rifle_afg_slot, or otherwise change the current slot on that weapon to use linkProxy = "rhsusf\addons\rhsusf_weapons\rhs_afg_proxy"; You only need to do that on rhs_grip2_change type classes. The rhs_grip1_change and rhs_grip_3_change classes should still have GripodSlot that inherits from rhs_western_rifle_gripod_slot and consequently use linkProxy = "rhsusf\addons\rhsusf_weapons\rhs_grip_proxy"; There is an equivalent AFG proxy and slot class in AFRF too, but we don’t currently have any weapons that require it. rhs_afg_proxy was added in USAF on the M16A4, M27/HK416, and Block 2 versions of Mk18 and M4A1 only. Other weapons with grips are unaffected and use rhs_grip_proxy for all grip types (usually because the handguard is short and doesn't warrant having the AFG moved far forward of where the VFGs attach). The M4/M16s with M203s aren't affected either since they only have a single grip attachment available and don't utilise multiple gripN_change classes. On the subject of M203s, here's a pic of some models that we've added to RHSUSAFDEV for magazine proxies on single-shot 40mm launchers. Including a few brand new ammo types
  11. da12thMonkey

    RHS Escalation (AFRF and USAF)

    The flag is part of the beret texture so you would need to produce a new texture with the flag repainted
  12. Bear in mind hiddenSelections don't work on structures that are placed as part of a terrain - they can only use texture and material applied in the .p3d. So that function would be limited to objects placed by mission editors only. Not terrain makers
  13. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Ingame config viewer when running 0.5.5 says reloadTime = 0.0631579; in all firemodes of the MP-7 for me. That's 950rpm (60/0.0631579 = 949.9999*). However, fired RPM in Arma 3 is limited by framerate, so it might not fire at 950rpm if you have a particularly low framerate If you check the config viewer yourself and the value is not 0.0631579, be sure you're not using some mods that may effect the fire modes of the MP-7. This does include sound mods, as sound parameters are written in the firemode class for each weapon
  14. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Yeah it was tweaked. Seem a few last-minute changes were missing from the AFRF changelog because I accidentally used a slightly older version of the automated build log to curate the published changelog. SVN software didn't catch it for some reason I will see if it can be appended
  15. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Not really sure why users still need these mag compat addons anyway. Both RHS and Toadie's weapons (among others) have evolved to use shared CfgMagazineWells classes to provide out-of-the-box compatibility with loading each others magazines into appropriate weapons
  16. IR stobes operate in the 750-900 nanometer (0.75-0.9 μm). spectrum of "near" infrared (NIR), which is just below the visible light spectrum. NV (a/k/a Image Intensifier or I2) sensors can see them because they amplify photons that are this low end of the visible light spectrum and extend into the NIR. The digital camera on your cell phone is probably also capable of seeing some NIR wavelengths, like if you aim a TV remote at it and press some buttons, you can usually see the infrared LED light up On the other hand Thermal Imaging cameras operate in the "mid" and "long" infrared region. Typically in the 3μm - 12μm or 7 μm - 14μm regions. Which is much longer wavelengths than NIR or visible light. So you need sensor array called a microbolometer to convert images in MIR/LIR to the visible spectrum electronically. Strobes designed to emit strongly in the 0.75-0.9 μm region do not necessarily emit in the 3-14μm region. In fact it's probably bad if they do, because 3-14μm is typically absorbed, and heats up objects effecting their electrical efficiency.
  17. da12thMonkey

    RHS Escalation (AFRF and USAF)

    We're not developing any Armenian factions in the mod so it wouldn't be something we would be interested in adding
  18. da12thMonkey

    RHS Escalation (AFRF and USAF)

    The weapon in the RHSAFRFDEV Arsenal is currently a testbed reyhard has done for an eventHandler script that varies the weapon's rate of fire in full-auto mode. In this case, firing two shots at very high rate burst followed by a normal rate of fire So for now it's just intended to behave like an AN-94, not to be an AN-94
  19. da12thMonkey

    RHS Escalation (AFRF and USAF)

    It's not something we had any intention of doing because as you say, the Mk19's seems to be increasingly absent among SOF units. Over the past 10-15 years the Mk19 seems to have been almost entirely superseded by the Mk47 so far as a crew-served GMG/AGL goes (I imagine it's still retained for CROWS and some other uses however). So it was considered to be a rather superfluous variant of the GMV to include. However there are a few recent photos floating around of M1165A1 GMVs with Mk19, and we changed the way the GMVs are organised as a .pbo in the mod, which gave us some extra leeway from some technical concerns we had about file size, .pbo packing time, and model.cfg bone limits in rhsusf_m11xx.pbo. So yeah in the end, I spent this evening making a Mk19 carrier version with Richards' approval.
  20. da12thMonkey

    RHS Escalation (AFRF and USAF)

    No, it's definitely there in the public dev branch. Should be right above the M2 version in Eden and the Garage See messages on the previous page about needing to run launcher "repair" on some subscribed mods to force updates if you think something isn't right. Workshop/Launcher seems to have gone to hell with regard to actually checking that mods are up to date and initialising downloads lately. I only just received the latest update to PSZ mod the second time I opened Arma 3 launcher this morning, when apparently the workshop item was updated in the middle of yesterday evening.
  21. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Yeah. During the past day or two while Richards and I were looking for reference images on how the feed chute might be arranged for the M134 in the GMV turret (there was a dev Branch update today where you can see how the M134 GMV is going), we did come across a few photos and videos of those Green Beret M-ATVs with M134s in a SAG turret, which was news to us. Richards said we might look at doing this version in future when we have more time (current focus is on finishing a few things rather than adding more stuff). The rhsusf_matv.pbo is getting quite hefty though, so I don't think we'll do more than this one extra variant if it happens
  22. da12thMonkey

    RHS Escalation (AFRF and USAF)

    The rifle doesn't contain a proxy for a suppressor, so no model will show regardless of what you do to the config
  23. The AH-9's miniguns aren't pylon weapons, they're part of the helicopter itself and using memoryPointGun[], gunBeg[], gunEnd[] parameters. Axis along the Beg/End memory points for each gun on each side of the aircraft will have a slight inward angle that physically converges the gunfire. To replicate this with pylon weapons you probably need to rotate the pylon proxies slightly inward on the aircraft, or create individual left and right gun pods with the memory points angled accordingly The UIposition[] parameter is just for positioning the dropdown lists for each pylon in the eden attribute editor for that vehicle
  24. da12thMonkey

    RHS Escalation (AFRF and USAF)

    No plans to put it on anything else unless research material comes up depicting it on vehicles other than GMVs Have only ever seen M153 CROWS on MRAPs used by SOCOM, so it's very unlikely we'll put SAG-2 on any of them
  25. initspeed in the cfgWeapons class overrides or modifies magazine initspeed. If it is a +ve integer the weapon will fire all magazines at its own initspeed value. If weapon initspeed is -ve (usually a 0-1 float value) it multiplies the magazine initspeed by that number (i.e. initspeed = -0.5; will half the magazine initspeed) If weapon initspeed is 0 I think it uses the initspeed from the magazine (effectively the same as setting weapon inistpeed as -1) So if the MXM has initspeed = 920; the magazine value is being overridden
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