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gatordev

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Everything posted by gatordev

  1. It didn't like that. Arma gave me a startup error saying the weapons have already been called and then it didn't load. Once I commented that out and recompiled the pbo, Arma loaded fine, but still no change in sounds.
  2. gatordev

    Tier 1 Weapons

    Putting this here instead of in the Modding section, with fingolin's permission. If Mods need to move it, I understand... Looking for a little help in making a simple sound config to make the RHS M4/M16 weapons inherit Tier 1's suppressed sounds. @fingolfin has had a look and thinks I'm on the right track, but it's not working in game for me. I'm absolutely sure it's user error, as I'm exceeding my knowledge pretty quickly. Here's the config: https://github.com/gatordev/Tier1RHSSounds/blob/main/config.cpp I've re-bin'ed the file to a config.bin and then made a new .pbo with just that config in there. Arma isn't throwing any errors in the .rpt file and it's showing it loaded, but no sound change. Anyone point me in the right direction?
  3. Keep in mind that in real helicopters, "100%" doesn't mean what you think it means. For example, in the -60 I used to fly, in a hover, you could use as much as 120% power and above 80 knots, you could use 106%. The helo I fly now, max continuous power is 69% with a 5 minute timer up to 78%. The torque % is just kind of made up based on engineering numbers (for example, in the -60, "50%" was equal to 180 ft/ibs of Tq, but you never actually saw that 180 number anywhere). Even with the better engines, I wouldn't be surprised that a -64 with lots of weapons hanging off of it is getting close to max continuous power in a hover.
  4. gatordev

    Tier 1 Weapons

    @fingolfin Not sure if you have decided a direction to go with sounds yet, but if you did end up going with option "B" (which seems to be leading the poll) and using RHS unsuppressed sounds for your M4/416s while keeping Toadie's suppressed sounds, would you consider a "simple" sound config for RHS M4/416 suppressed sounds so they matched your sounds? It could help with the difference in sounds if you're playing with mixed weapons (like a suppressed IAR next to one of your weapons). Just a thought.
  5. gatordev

    Forward Scan Sonar for ships

    Been watching this thread and it's pretty interesting what you've accomplished. FWIW, ISAR doesn't require a fast emitter to work. It's used on helicopters and propeller planes, as well. However it looks at specific targets and generates a 3D image of them which can be analyzed in real time (freeze image, measure length, etc), although in those cases, it doesn't create a large picture of a battle-space. With software changes, modern phased-array radars can do a bunch of different things. What you're recreating looks much more like a multi-mode radar in a ground mode. Some radars will just give the raw energy return, some will have a database of known land masses and clean up the image a bit, removing random returns that can be perceived as individual targets like on a coast line. It's also good to understand that MMRs can display raw data, processed tracks, or both depending on what mode they're in, so images found in the internet may not be giving the whole picture of a particular radar's capability. Regardless, pretty cool stuff you're doing.
  6. gatordev

    Tier 1 Weapons

    Those are great. Really looking forward to the update. I'm also amused that it seems like you removed the A2 nub on the HK grip. As someone who hates the nub, it's a great addition! RHS also has the M320 you can put in a pistol slot. It's a nice addition to add into a bakcpack (or pistol slot).
  7. gatordev

    Tier 1 Weapons

    I second the idea of putting your LA-5s on the Block 1 M4s as well for the reason that wansec_6 is mentioning...it let's mission makers combine RHS M203 weapons with your stuff. Either way, looking forward to the next update!
  8. gatordev

    Jalalabad

    Wow, this looks great!
  9. gatordev

    Tier 1 Weapons

    I like your options. Sound is, of course, subjective, but I've enjoyed RHS unsuppressed sounds better, but Todie's suppressed (specifically his MK18 suppressed) sounds were just a bit louder and seemed "better" to me when comparing shooting the real thing. Hearing that sound on your suppressed 416's is a nice addition. Regardless, thanks for at least entertaining the idea.
  10. gatordev

    RHS Escalation (AFRF and USAF)

    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.
  11. gatordev

    Tier 1 Weapons

    That's what I was saying. I would think it would address red_spring's magazine size issue. But maybe not.
  12. gatordev

    Tier 1 Weapons

    I'm pretty sure there's a 50-round nut sack in RHS already. Although it's possible it's in Toadie's MG weapons. These look beautiful!
  13. gatordev

    3den Enhanced

    So would this allow for deleting lights/lamps? I've found there are some lights that can't be deleted in Lythium using the object editor module. I'm guessing this may have the same issue where you can only delete the whole building and not the attached lights due to how the model was made originally (for Lythium, anyway).
  14. I run AIO in just a Menu mode (most of the options except the menus are turned off in the settings) and I don't have any of the issues you describe. The only AI add-ons I'm running are ASRAI and Discipline (which I'm not sure even matters in this case).
  15. gatordev

    RHS Escalation (AFRF and USAF)

    Understood. Thanks for the reply. Looking forward to their release!
  16. gatordev

    RHS Escalation (AFRF and USAF)

    With the public dev version most likely almost a week behind any changes you guys have been making, my question may be moot at this point, but... The new HMMVs are being reported by the AI as "MRAP" and when they drive over multiple IEDs that detonate, the hulls and the crew still survive (albeit without any tires). It seems like these should still be pretty well destroyed after driving over an IED (I was using the scattered trash IEDs in the editor), but the damage it's actually (not) taking seems more in line with the MRAPs. Was this a config copy "error" or is this intended? Obviously I can (and have) manipulate the object damage manually by trigger when I need to, but just curious if this was part of a work in progress.
  17. gatordev

    RHS Escalation (AFRF and USAF)

    Thank you! These look amazing!
  18. I was trying to figure out what was causing this, as it wasn't specific to any one mod. I could also walk through vehicles, as well. Looking forward to playing with the fixes.
  19. Looks like I had it the settings turned on, so I turned it off. However... Here's the report: helo in "AWARE," and told to land with engines on, would still land then takeoff immediately. When told to "Combat Landing," it would land and stay. Progress! So we all loaded up. Tried the same test for an unloading, and same thing. "Land engines on" would result in a landing and then takeoff. Doing a "Combat Land" would work, and the helo would land, stay until I told everyone to get off, and then take off afterwards. I can live with this, but figured I'd give you the feedback in case you had the time to make it match the intent.
  20. I'm not using Super Pilot (as far as I know). It's just an AI that joins my group after a trigger call and I tell him to land via the [Vehicle, Land, Land with engines (off/on)] menus. Regardless, appreciate you looking at it.
  21. I'm still having issues with helo extraction and getting the helicopter to stay on the ground with the rotors turning. It seems like either in "AWARE," "SAFE," or in "DANGER," the helicopter will set down and then immediately take off again. I've also seen it where if you order it to land with engines off, in will land, kill the engine, but then try and take off a few feet until it runs out of lift and then settle back down again. I get sometimes you have to finesse the AI in Arma, but am I needing to do something else with their condition to get them to listen? This seemed to start to be a problem again after a BIS update a couple of months ago.
  22. gatordev

    RHS Escalation (AFRF and USAF)

    Thank you very much. I haven't really messed with dearming mines much, so I didn't realize it needed the mine detector, as well. I'll play with it some more. I figured it was user error and it sounds like you've confirmed that.
  23. gatordev

    RHS Escalation (AFRF and USAF)

    I'm guessing this is user error, but I'm not sure what I've managed to mess up... I can't get the Marine Raider EOD Tech (SOCOM/EOD Tech) to disarm IEDs. I haven't tried RHS conventional units yet, so not sure if they have the same issue (or more accurately, not sure if I have the same issue). Is there something I'm supposed to have in their pack that I'm missing? This is on current Dev version.
  24. That looks great. Any interest in making the gun work only if the APU or helicopter is actually running? Would add even more authenticity.
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