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soul_assassin

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Posts posted by soul_assassin


  1. 5 minutes ago, wendyvonbraun said:

    Did the tanks DLC bring anything new to the table? I'm just curious because other than cage armor and camo netting, I don't see what it brought that wasn't already in RHS.

    There are a few improvements, PhysX and damage related. Good stuff over all, and will pave the way for us to create more vehicles ourselves.

    • Like 11
    • Thanks 1

  2. 5 hours ago, sputnik monroe said:

    Some one asked a yes/no question about the mod. If that's entitled behaviour and expecting some one to bend over backwards then the bar is about as low as it can possibly get for measuring entitled behaviour.

     

    The answer was pretty barbed, I stated that I thought it could have been handled better or just ignoring it would have been better response.

     

    It's not really a debate, it was an observation, do with it what you will. I think it reflects badly to snap at people innocently asking questions. Either answer politely or don't answer at all, it's really simple. I think that's a better solution than "shut it all down! lock it!" There's a good discussion going on about ammo performance, why should  that lose it's place by locking the thread?

    Again, the response was a straight up URL to the FAQ page...what is so barbed about that? The answer in the FAQ accurately indicates that its NOT a yes and no question, and the answer is "maybe" simply because at this point in time we probably don't know.


  3. 28 minutes ago, sputnik monroe said:

     

    It was a pretty smug way to answer though. Would have been more mature to just not have answered at all rather than the way he did. The FAQ reads like it was written by a pretentious 14 year old, over half the entries are passive aggressive nonsense. I'd expect better from a high quality mod studio.

     

    I just don't understand the attitude.

    PuFu simply provided a link to the page titled Frequently Asked Questions, which holds the answers. What is the attitude? That is the whole point of that page. And maybe the humor is a little immature, but so what? Can't we have a little fun? They are nonesense to show anyone who reads them the pointlessness of asking these questions in the first place. We don't know when, what and if something comes. We are not going to make promises we can't keep. We do the best we can with what we have. A little understanding would be nice.

    • Like 9

  4. 3 hours ago, Poentis.K said:

    I suddenly got a few private messages from followers as well that it is Rude to talk about or give rumors about things that Developers have not yet made public, and I realized that yes I made a mistake and would like to apologize for that. I was only shown an Image of VERY early model, no texture, no nothing. just the basic model. If this is indeed untrue then I will stand corrected! As for developer I will PM.

     

     

    it was not bought,


  5. 20 minutes ago, schulz said:

    Thx for the quick reply!
    Just to clear up things for simple-me.
    All RHSUSAF Ammo boxes look like the one in the screenshot when placed, even though they have individual preview-images.
    What confuses me is that the Russian side has individual boxes when placed, but not the US.
    Or are the US-Ammo box still WIP?

    Again, no confusion. The preview pictures and real models have nothing to do with each other. The former were generated when USAF was using A3 vanilla models and had different boxes for different types of ammo. We'e since then created a single ammobox to be used but did not update the images.

     

    Russians have more types of models for ammoboxes but its just  visual appearance and makes no difference.

    • Like 1

  6. 6 minutes ago, schulz said:

    Hello Guys,
    I don't know if this was already mentioned, but I have this weird bug.

    When adding an Ammobox (only RHSUSAF) in Eden, the preview image is different than the actual object.
    See Screenshot:
    http://steamcommunity.com/sharedfiles/filedetails/?id=1291527349


    Anybody knows what that causes?
    Thx

    nothing too weird, simply image for preview was taken before the object 3D model was changed. Nothing critical either.


  7. 3 hours ago, Strike_NOR said:

    Hello!

     

    Yesterday when firing up my "mod mix" which includes RHS, bloodlust, NIarms etc.. I got spammed by some "armorconfig" errors when starting the 3den editor, and when selecting various units in 3den.

     

    I'm just curious why so, it got introduced after one of the latest devbranch updates. I have had absolutely 0 conflicts or error spams with my mod collection (which is rather clean tbh) before these devbranch updates, and none of the mods I am running were updated before the errors appeared.

     

    Just letting you know in case you are getting more reports of this.

     

     

    I will check again later tonight with a vanilla + RHS mods only setup and see if they still appear.

    definitely due to changes in devbranch.

    • Thanks 1

  8. 8 minutes ago, sputnik monroe said:

    I'm having a problem with the BMD-1 since the update. I have a mission that is ready to be released that uses the BMD-1. Their are four in the mission that follow waypoints around the island and it worked perfectly. However since the update, One of them refuses to move and follow it's waypoints now and the other three are fish tailing and losing control a lot.

     

    As a test I loaded up a fresh map (tanoa) and placed a BMD-1 and tried giving it a single waypoint, with behaviour set to safe and speed set to default (medium). I tried doing this at various locations on the island and each time there was a good chance the BMD would suddenly pause and not move anymore. When it would move it would fishtail non stop and continually slow down and speed up abruptly. The fishtailing was pretty drastic, about 45 degrees to the left and then to the right.

     

    Can any one else test this out and let me know if you are having the same problem?

     

    The mission also uses M113s, I didn't test them out yet other than dropping one on Tanoa during my BMD test and giving it a single way point set to safe and standard speed. The M113 in my single test followed the road to it's waypoin, however it did exhibit the fishtailing. The M113s fishtailing didn't seem as drastic as the BMD but it was noticeable. 

     

    I'll do some more test tomorrow but I have to hit the hay for the night. 

     

    The MERDC camo on the M113 is awesome guys. 

    If you have not yet, please create an issue report in the feedback tracker.

    • Like 1

  9. 20 minutes ago, Ltf said:

    I think acu is too shiny. It doesn't make too much difference on ucp but I retextured acus and shine is more obvious on  darker camouflage patterns. To solve that, I added rvmats to my mod(haven't released that version yet) and changed only specular maps.

    Before and after:

      Reveal hidden contents

    QBu5ber.png

    uNJyCss.png

    Specular map that I used:

      Reveal hidden contents

    ibBTfM5.png

    Now my questions are; will you change that smdi, and if you won't, can I update my mod with new rvmats?

    Upon request of the author, ACU retextures and modification are not allowed. You cannot release this version to the public.

    • Like 1

  10. 9 minutes ago, paramedic said:

    Please, could you tell me if there are plans to release a hotfix on bugs or do we have to wait till the next release?

    I have a big mission going on with my unit soon and I need to know if I should include UAZs and Urals for the enemys or if I should replace them with something else, since silent running enemy vecs would be kind of unfair for my guys.

    A quick heads up would be supernice of you and no I don't want a specific date or stuff, just an estimation on what's more realistic to expect.

     

    Thanks guys.

    There is a release planned in short term yes.

    • Like 3

  11. 11 minutes ago, dragon01 said:

    I know, but with more than a month between picture being posted and the actual release, I kind of hoped you got it to work in the meantime... Considering how long you've been teasing that tank, some news would certainly be appreciated.

    A project of this scale takes many long months. Given also the fact that the authors commonly jump from project to project to help with releases, it takes more and more. Please be patient, don't assume how little work it is and please don't ask. It has been stated a gazillion times that everything will be ready when its ready (i.e. when we feel its ready).

    • Like 6

  12. 3 hours ago, Stalker01 said:

    Don't know if this is the appropriate place to respond, but since the latest update the MELB AH6 birds seem to shoot high, that is, way higher than the grease pencil reticle.  I'm sure Psycho and Diesel are aware of this and wonder if there's a timeline on a fix.  Love the new modularity in the loadouts!

    Best,
    Six

     

     

    You can see it mentioned here.

    • Like 4

  13. 2 minutes ago, kibyde said:

    The AFM for the Hind is great. However there are still some issues with the hind models:
    -Pilot has no passive radar, but gunner does (maybe intended but not great for singleplayer)
    -gunner has gunner camera?!
    -toggle internal lights does not work
    -toggle seachlight does nothing (Gunner position)
    -as singleplayer pilot it is not possible to order the gunner "next target". Target selection only works via command menu (2)
    -green crosshair in pilot view does nothing. Is that to indicate where the gunner is aiming at?
    -rare physics bug when sling loading

    http://feedback.rhsmods.org/view_all_bug_page.php please

    • Like 2

  14. 6 minutes ago, HeroesandvillainsOS said:

    @dragon01 I think it's more than a little unfair to tell one of the most professional mod teams out there how they should go about doing their update schedules and development branches. 

    Well its ok, I mean we get why people are upset. It is what it is. When the last update came out, it was very stable so we decided to spend some time to really include some great things. At the time we also did not foresee that game patches would make things unplayable. It was too late for a hotfix.

     

    And yes we did talk of a monthly release schedule and more accelerated development with steam, but steam is just one component. Other things need to be made in order for this to work. Summertime is also historically speaking a very quiet period. We might consider rolling updates at some point, but we need to be more comfortable releasing unfinished things without the fear of being criticized and pummeled for unfinished work.

    • Like 20

  15. 22 minutes ago, texkaz said:

    Entitlement is demanding new content RIGHT NOW! No, I don't demand that. Take your time on the new content guys. The problem is you have all your air completely nonfunctional for half a year. CUP figured it out, many mods have figured out how to have missiles lock onto things after jets. What is the hold up? What roadblock are you guys coming across?

     

    But yeah, fuck me for giving feedback after half a year on a bug fix.

    Thing is, aside from fixing all these things we also built a huge anount of new stuff. It takes time. If we were not creating new things, it would be there the same day.

     

    If a mod breaking patch comes out, we cannot uninject all the new unfinished things, and cherrypick just the changes. Just the way it is unfortunately.

    • Like 10

  16. 59 minutes ago, inlesco said:

    Nice, I've completely missed it myself.

    It'd be great if BI themselves were interested in a little promotion of a community-made-and-moderated ArmaExchange QA website / platform, be it posting it [at least] once on Arma 3 Facebook page, mentioning it on the SITREPS, etc.

    Even providing a popup, whenever you enter ARMA 3 - SCRIPTING AND EDITING subforum, about a new platform with extensive functionality for QA exhange, would help greatly to get some traction
    that's very important for the project's initial phase.

     

    If there's any interest, I could even make an integration between ARMA 3 - SCRIPTING AND EDITING subforum content and the new ArmaExhange platform, so whenever someone posts a new thread, an identical question is being generated on ArmaExchange and the user in BIF, the author of the thread, is notified about the question being present on ArmaExhange and is suggested to continue the discussion there. 
    That's one idea of an implementation, there are numerous other ways, ofc.

     

    is there anything I can help you with making Armastack alive again, @soul_assassin ? Hosting, server costs, web development? I can do any of these.

     

    Surely, another idea, as @tirpitz suggested (thanks, man!), is to make a proposal on Area51 and see how it goes.
    But, in that case, we still need some input from BIS - to get the initial traction, so they could propose the new platform for content creators in some little ways (I listed them above).

    if you want we can start a open source project to facilitate this. 

     

    And to complete BISs involvement it would be best if they become the owners of the data (providing the db, SSO etc.), I can develop an API (helps with down the road integration into Discord), and then we can together develop the UI.

    • Like 3
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