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About reyhard

  • Rank
    Staff Sergeant


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

    RHS vehicles are using same technic as vanilla vehicles - seems like this mod doesn't recognize hitHull damage. It most likely won't work with vanilla vehicles in most cases too (some vanilla vehicles are using pretty high passThrough value) Script for generating simple objects wasn't released publicly and I'm not aware of any community mod which would do it (unless someone tried to do it by hand on small scale)
  2. RHS Escalation (AFRF and USAF)

    Seems something weird is happening on your end - please try to turn out all additional mods one by one and see if issue persist. It might be also related to your difficulty settings but if you have some specific scenario then best to proceed with it on our RHS feedback tracker. "What I've also noticed is that vehicles tend to aim for the turret on enemy vehicles - which unfortunately has the highest amount of armor, making for very long engagements that typically fail to actually destroy the other vehicle (!)." Turret usually is not that super armored on Russian tanks but usually thing is that there is not that much to cause catastrophic blast since our vehicles are not caring munition outside autoloader. One thing that you have also to take into account that there is SINGLE memory point for AI aiming - either we can put it on weakest spot and have AI constantly one shot sniping at that spot or have something reasonable realistic - Also bear in mind that same memory point is used for deciding whether it should or not engage enemy units. It was recently improved with new parameter "sensorPos" but still doesn't solve a lot of issues so current aiming pos is sort of compromise in order to achieve somehow realistic engagements while remaining fun.
  3. https://community.bistudio.com/wiki/Arma_3_Cars_Config_Guidelines#Plate_Numbers see following section - it was later updated with new parameters
  4. RHS Escalation (AFRF and USAF)

    Better to write down shell type since there are 3 different AP shells available to 2a42/72 autocannon and all of them have different penetration. CHDKZ usually use older ammo and it's especially visible when firing CHDKZ T72 & then Russian Tank Forces one are you using devbranch?
  5. RHS Escalation (AFRF and USAF)

    It's connected to hiddenSelectionMaterials and it's happening to vanilla assets too from time to time https://feedback.bistudio.com/T121534
  6. RHS Escalation (AFRF and USAF)

    No, IR missiles doesn't need laser designation. If you can tell me which missile are you trying to use I might get better info but bear in mind that MiG-29SM missiles are work in progress. Also, a lot of Russian missiles have pretty high minimal range requirement (IRL: 2km, in rhs it's scalled to 0.9-1.5km) so make sure that you within firing range we are using following value for subsonic ammo audibleFire = 3; standard value is 7. If you are using it with silencer then it's working pretty well
  7. I don't think there is any way to modify that. If I recall correctly aimPos is used only for characters & not for vehicles but you can try it anyway
  8. It's hardcoded to use "zamerny" mém point. If it's not present then center of geometry is used
  9. RHS Escalation (AFRF and USAF)

    "You of all people should know how important interiors are. " - you are repeating this just like we didn't hear that so just to be clear: yes we saw that and understand you but interiors are simply not going to happen unless you would start modelling them (modelling is useful skill after all you know ;) If you wish, we can discuss other things rather than infamous RPK & interiors because this something we don't want to talk anymore. Sure, you have right to continue but just be aware that at this point it's pretty annoying and take away motivation from us to do any further work for mod.
  10. RHS Escalation (AFRF and USAF)

    I guess what everybody tried to explain to you that it wont likely happen in near feature (+1 year) and repeating it over & over won't change anything.
  11. "12Rnd_230mm_rockets_cluster" have fun ;)
  12. RHS Escalation (AFRF and USAF)

    Best would be to fill feedback tracker ticket & provide some repro mission. Generally, such general descriptions are not very helpful because with current amount of vehicles we have it's impossible to test them all in all situations (saying that all of them broken won't help either since most likely it's possible to make counter claim very quickly by using different asset - that's why such comments are in most cases ignored at all unless really big number of people start to bitch about it ;) )
  13. Just to be sure, are we speaking about devbranch/RC? There is no way gunner can turn out in Kuma in RC https://imgur.com/a/70oBp As I've mentioned before, there is no way in retail game (no even in publicly available diag.exe) to turn on Fire Geometry diagnostics BTR-K Fire geometry - https://imgur.com/a/QcbyN you can see silhouettes of crew (seems to be incorrectly placed btw)
  14. I have still Arma turned on and it's not possible ;) Also, visibility in visual LOD doesn't affect at all their survivability - all that matters is Fire Geometry LOD which for now you cannot toggle to see it in game easily
  15. Just a note: what you are seeing is not exactly what is visible in fire geometry. Some of the proxies are not present in visual LOD because there is no point in rendering them since they are taking precious resources. For seats with turn out, there is no engine property to hide visual LOD of such crew member when turned in, so proxy is keep in visual LOD in order to properly show that unit when turned out. Example: Kuma gunner doesn't have turned out state so there is no point in showing him visual LOD but proxy is present in fire geometry https://imgur.com/a/LbqTh I must admit though, that something is wrong with AMV cargo proxies since it seems they are missing in fire geometry LOD - I will take a look at it in work since I don't have access to sources atm.