Steve my part of the readme is fineshed I'll send it to you once I arrive home.
Since English is my third language and since most of you guys probably won't read the readme, I'm gonna post a part of it that may have some mistakes, if you spot some, please help me by pointing them so I can correct it on time, ty Â
... from a small part of the read me...
* Some Important Notes: *
1 - You'll find an ammo box (inside the editor) with all weapons available under the name of "RHS Weapons&Ammo Box", most of the weapons aren't equipped on the soldiers since they are away too many for our ammount of soldiers and also for a realistic point of view, normally you don't see a Russian squad equipped with 10 or 12 different types of weapons, we tried to mantain this by balancing the realism/fun to play factor.
2 - The disposable RPG feature is only available for our custom soldiers, normal BIS units will use our RPGS without droping them after firing.
3 - Most of the weapons may use more than one magazine, they are defined for example as: AK74Mmag/AK74mag/AK74pmag, there is no real advantage between them, we use more than one class, only to allow us to share different color magazines between the same family of weapons, unfortunatetly replacing the magazine models while switching magazines would increase our addon size dramatically, so, for now, we will not include this feature.
4 - Each of this weapons has its own advantages and disadvantages, with time you will understand how to deal with each one of them, for example, you will notice that its slightly easier to turn the iron sights of an AKM than an AKM-GP25 (weight simulation), you will notice that the AKM-PBS1 has its range of fire dramatically decreased to simulate real life standards.
A good choice for CQB would be the AKM-S since its fast, light and has a good rate of fire, however don't use it for large distance firefights since the recoil is a lot higher than its future variants ie: AK-74.
The AK-103 for example would be a good choice to use for a large caliber controlled distance fire due to its modern standards, or the AK-74M (with a smaller caliber) since its the modern version of the first AK-74 therefore its recoil is decreased.
For night missions you would probably like to equip your team with VAL weapons, however if you aim to go mainely CQB (at night) than the AKM-S PBS1 is definitely the weapon you will want to equip yourself with, covered by a VSS sniper of course.
Each of the weapon's family has its own recoils, again to simulate the real standards and to allow them not only to look/fire differentely but also to feel differentely when handled by the Human player.
Just some examples, I'm sure you will find a lot more as you play with our addon.
5 - All weapons have 5 Distance Lods plus View Pilot, Geometry, Memory and Shadow Lod, the decrease of polys between lods is more or less of 50% per lod, 95% of our weapons use only one texture which means that in terms of gameplay/playability they should be as good as the original BIS weapons, therefore not compromising your FPS and general gameplay, this was one of our main targets on Vr2 and will always be a standard in our RHS creations since we feel it's our responsability towards you to not compromise your ARMA game.
6 - We are not releasing any missions in this release, instead we have a RHS Mission Makers team on our plans, so we can while updating our work (usually 1 Version per month) offer you guys new missions to play from time to time.
7 - By request from the community we release this version 2 without custom soldiers/vehicles models, Version 3 will of course feature not only custom models for the weapons but for all the soldiers and vehicles as well, we are already working on it.
8 - We tried to use all modern features brought to us by the new O2, so we've added for example .rvmat files to all this weapons, as we learn more from our nice new tool we will keep updating them and modernizing them as much as possible, nevertheless you will notice some good 80% change on the old weapons that went from textures, to models to probably everythig we could think of.
9 - We tested our work countless hours however, due to the amount of things we are releasing, it's possible that some bugs may have slipped, we count on you to help us detecting them so we can in the future versions fix them, you are our forward RHS beta tester, you can contact us in the BIS Forum with a Private Message or on our Forum Thread, ty, all help is welcome.