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About reyhard


  • Interests
    Flashpoint and everything about WW2 :)
  1. RHS Escalation (AFRF and USAF)

    Something like that is already available on PAK-FA. There are still few features missing that I would like to have (like changing zoom) & those will be most likely added later. Bear in mind that MiG29SM is also kind of WIP and additional cockpit MFD screens will be added later (Navigation mode & view from missile seeker like on A10A)
  2. AirplaneX physX challenge

    Have you tried to configure two front wheels as rotating one? It will be fake, indeed, but I guess nobody will notice that without PhysX diagnostic.
  3. RHS Escalation (AFRF and USAF)

    Only laser guided variants can be used on basic Su-25. Rest of the missile is left there as a framework for future variants of Su-25 As for RWR, for now you can use this guide https://steamcommunity.com/sharedfiles/filedetails/?id=844502187
  4. Take a look how it looks from outside ;) It's UI crosshair, if you disable crosshair in difficulty settings then it should go away. What is broken with that texture?
  5. Number plates received some improvements recently so I though it's proper time to document that feature originating from OFP, enjoy! https://community.bistudio.com/wiki/Arma_3_Cars_Config_Guidelines#Plate_Numbers ps. string limit might be increased to 64 characters soon
  6. Notice also how thrust left & right sources are changed. Before, when pressing W + A or D, one side was going to -1 and another one to 1. Right now, movement with W is keeping one side at 0 & another one at 1. For full turn you can release W key and you will have same turning behaviour as before
  7. It should be tweaked on devbranch tomorrow
  8. RHS Escalation (AFRF and USAF)

    Some status report with some WIP material. Mi-24 Moving Map MiG-29S with working GPS unit New PhysX & sounds (using soundSet tech) - kudos to daskal from Steel Beast community for providing us with his sounds! Also together with da12thMonkey we've been slowly updating our RHS wiki - you can already check MiG-29 article (WIP) & USAF Airweapons page to perhaps learn something new ;)
  9. Try https://community.bistudio.com/wiki/enableVehicleSensor vehicle enableVehicleSensor ['ActiveRadarSensorComponent',false];
  10. RHS Escalation (AFRF and USAF)

    DCS removed that radar few years ago since they found out it's not working like that ;)
  11. you are rotating single point two times first time with MainGun anim, since gunnerview is attached to otocHlaven & second time with this class MainGunOptics: MainGun { selection="gunnerview"; axis="gunnerview"; }; that creates discrepancy between muzzle & your view. Either attach gunnerview to otocVez or remove animation mentioned above
  12. take into the account hidden AI modes (all modes[] in weapon array are used by weaponMode source). You are most likely using wrong max value
  13. Vehicle Interiors - Feedback

    As someone mentioned before there are actual lights inside of the interior which are configured with new compartmentsLights class. As name might suggest, such light is visible in given compartments in 1st person view and they disappear when switching to other view modes (optics/3rd person ) class compartmentsLights { class Comp1 // first class is asociated with Compartment1, second with Compartment2,.... { class Light1 { color[] = {10,20,20}; ambient[] = {0,0,0}; intensity = 0.5; size = 0; useFlare = 0; flareSize = 0; flareMaxDistance = 0; dayLight = 0; blinking = 0; class Attenuation { start = 0; constant = 0; linear = 1; quadratic = 70; hardLimitStart = 0.15; hardLimitEnd = 1.15; }; point = "light_interior1"; }; class Light2: Light1 { point = "light_interior2"; color[] = {10,20,20}; ambient[] = {0,0,0}; intensity = 0.5; }; class Light3: Light1 { point = "light_interior3"; color[] = {10,15,15}; ambient[] = {0,0,0}; intensity = 0.8; }; }; };
  14. can you also past model.cfg? looks like you have desynced main gun with gunner view