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reyhard

BI Developer
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About reyhard

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    Staff Sergeant

core_pfieldgroups_3

  • Interests
    Flashpoint and everything about WW2 :)

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  1. reyhard

    RHS Escalation (AFRF and USAF)

    What I meant it's working like indirectHit and it's basically damage leak thing. You have basically no control how it behaves and only armorComponents can prevent from damage leaking through such shots
  2. reyhard

    RHS Escalation (AFRF and USAF)

    RHS rounds have sort of 2 stages - unlike missiles, triggerOnImpact on shotShell/Bullet is actually triggered on first impact. Missiles on the other hand can go through small objects (leaves/windows/bushes - it's controlled by caliber param) and then, when proper collision is detected, they are exploding). Due to that fact, there is rhs_ammo_ap_penetrator for RHS APFSDS rounds which triggers spalling after timer is reached. Not sure where did you put submunition config but what you are describing sounds like submunition spawning new submunition and if I would have guess, it's probably triggerTime being placed in base of APFSDS class. It's indirectHit basically which doesn't care if there was penetration or not. In past hitting M1A1 optics (aka dog house) could trigger ammo explosion if hit value of ammo was high enough. Same was on T tanks - hitting front hull plate without penetration could trigger carousel damage. This behavior was mainly fixed by introduction of armorComponents so damage is no longer leaking through armor.
  3. reyhard

    RHS Escalation (AFRF and USAF)

    Just to correct this thing - spaling is more for crew wounding rather than achieving catastrophic effects to tanks per se (although you may argue that lack of crew in tank is kind of catastrophic 😛 ) and so far I haven't seen any non scripted way to achieve it beside submunition. Proper spaling simulation inside of vehicle requires also quite precise fire geometry (without geo fillers inside) and it's not so common practice to model such things.
  4. reyhard

    RHS Escalation (AFRF and USAF)

    Check in RHS Game Options if you have FCS lead enabled
  5. reyhard

    RHS Escalation (AFRF and USAF)

    http://feedback.rhsmods.org/view.php?id=5279 I would rather recommend report all such bugs there instead.
  6. reyhard

    RHS Escalation (AFRF and USAF)

    Right or not he is still person non grata here
  7. Are you using some mods perhaps?
  8. reyhard

    RHS Escalation (AFRF and USAF)

    Shouldn't be the case if you hit turret - either gunner will be most likely dead or equipment inside destroyed (gun or turret hitpoints)
  9. reyhard

    RHS Escalation (AFRF and USAF)

    Perhaps at some point
  10. Max to Arma or MtA in short, is script for 3ds Max (>2013) which can be used for creating more complex & precise animations in Arma 3. Script is utilizing direct type animation transformations which are supported by RV engine since at least Armed Assault. Each frame in 3ds max is transformed to axis-aligned transformation which can be used in model.cfg. There are still some limitations with that tech here and there and some there might be still bugs in current version of script but they shouldn't be that major. Blender version of that plugin is planned although there is no ETA for it since I'm quite slow with adapting to 2.8 version. I would like to thank in this place Redphoenix for initial setup of script with basic UI - without it I would probably spend couple extra days figuring out Max UI creation. Another person that I would like to thank is Kiory which allowed me to use his rig for that example animation. Hope you enjoy that script and let your imagination go crazy 😉 Script, examples & complete documentation can be found here. https://github.com/reyhard/mta_animExporter
  11. reyhard

    RHS Escalation (AFRF and USAF)

    T-14 is work in progress assets and it contains some systems in Proof of Concept state. There is no way to turn off that test mode and only thing you can do is wait till that feature is done. As mentioned in 0.4.9 release post, we aim to release more frequent updates and no longer hold release with i.e. some important fixes to already existing assets due to some WIP stuff since in fact, there will be always something in some sort of unfinished state.
  12. reyhard

    RHS Escalation (AFRF and USAF)

    some Stryker work in progress footage with another batch of improvements for Vehicle Commander seat
  13. reyhard

    RHS Escalation (AFRF and USAF)

    http://feedback.rhsmods.org/view.php?id=5231
  14. reyhard

    RHS Escalation (AFRF and USAF)

    HMD can be used for i.e. accurate rocket (cannon too I believe) fire with CCIP
  15. Jets DLC was created by B01 which also happen to be part of community members who created F/A-18 Super Hornet mod. I can imagine that all of those community addons are copy pasting same mistake which was done in vanilla data since F18 mod was used as a template for many plane creators at some point. Namely, following function seems to be copy pasted enabled="accelY interpolate [39.9999999,40,-1,1]"; Engine default number precision is 6 digits after comma and anything with higher number of decimals will be rounded. In this particularly case, 39.999999 was rounded to 40 so following expression was evaluated after rounding enabled="accelY interpolate [40,40,-1,1]"; And now, I have to make a little digression about how interpolate used to work before Contact release (kudos to @killzone_kid for pointing out that error) rain interpolate [0, 1, 0, 100] rain 0; result 0 (as expected) rain 1; result 100 (as expected) rain interpolate [1, 0, 100, 0] rain 0; result 1 (expected 0) rain 1; result -99 (expected 100) rain interpolate [0, 1, 100, 0] rain 0; result 100 (as expected) rain 1; result 0 (as expected) rain interpolate [1, 0, 0, 100] rain 0; result -99 (expected 100) rain 1; result 1 (expected 0) Because of that bug, inverted syntax was used (regular evaluation was when a>b, since a==b, else was used) and code in "enabled" expression was always returning 2 (inverted using 1 - result of regular interpolation, so in this case it was 1-(-1) ). Therefor, whole intent to optimize those particularly particle effects was flawed from begging and instead was adding few more lines of code to evaluated. In short, community addons which copy pasted those particle effects should adjust their configs by i.e. changing all expressions with .999999 to i.e. .99 or fall back to using ones from Jet DLC in case they are copy pasting those effects from F18 mod. While indeed it's sort of inconvenience I hope that this fix will help for greater good of sandbox.
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