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rksl-rock

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Everything posted by rksl-rock

  1. Annnd we're back. After a 6month hiatus for personal reasons things have finally settled down and we're slowly starting to pick up where we left off. To that end I am delighted to announce that we will soon be releasing the ArmA3 native Typhoon v3.000. All the joys of ArmA3 features and the usual RKSL ones... Fully working mirrors BIS flares Engine & Smoke effects PhysX support Tweaked Flight model Improved Air Weapons Pack All previous ArmA2 plugins brought over to ArmA3 And a few more... Frequently Asked Questions Q: Will WIP Wednesdays be returning? A: Yes but only once at the end of each month. As much fun as they were they turned into a bit of a monster in terms of time to prepare and publish. They took quite a lot of time away from the actual act of making content which wasnt the point. Q: Will you be bringing all the old RKSL content over? A: Yes, eventually. One by one we will port the existing models over and include the new ArmA3 features. The first releases will be direct ports with the basic A3 features etc. Later releases will see improvements or in some cases new models. Q: What about new content? A: Yes there will be some new content but we are going to focus on the stuff we have shown you already in the previous WIP Wednesdays. Q: When are you going to release XXXXX addon(s) A: If you've been hanging around in this community long enough you already know the answer to that. If you are new... (Old timers all together now)... "When its done!!" :P Q: Whats happening with IAP? (Ilhas Africanos Project) A: We'll create a new thread for that at the appropriate time. Thats all for the moment. Keep an eye on the RKSL website for more details. www.RKSLStudios.info
  2. I had to read that twice. I thought he was touching men (again). More shiny stuff incoming soonish.
  3. Well I'm sorry to be the cause of wearing out your F5 key. Real life is proving to be a pain. Literally. <grumpymode> I'm actually sat here unwrapping, re-configing and bug squashing on the party night of the year all so people can moan at me :P </grumpymode> I'm not well and its proving hard to focus. I had a set back 8 days before Christmas and it's taking longer than i hoped to recreate what was lost. I don't like (knowingly) releasing incomplete or buggy stuff so I decided to finish all of this rather than just release an incomplete and broken addon. If you would like me to release the addon with diminished features I can...Broken Beta anyone? < --- Genuine Question.
  4. rksl-rock

    3CB BAF Weapons

    Would have been nice to know. I've been fielding these key issues for a while now, I've only just discovered its due to the 3CB upload. Reporters have denied having any other RKSL addons installed. This explains so much.
  5. rksl-rock

    3CB BAF Weapons

    This is fascinating to discover that 3CB are uploading RKSL content to Steam without consent. I'm looking forward to an explanation for that. This is one of many reasons why you shouldn't re-upload other peoples content without permission. @MitchJC The new versions of RKSL content use a completely new key. It's an issue caused by Da12thmonkey signing the Attachments pack with a different private key to the one I previously used. Once the updates are out in a few days this will not be an issue anymore.
  6. I've modelled the Torpedoes and Depth Charges. Getting them to work properly is another issue. Testing on these hasn't gone well. I've tried several options now, finally settling on a scripted solution. Which isn't really something i wanted to do. (Im really bad at scripting ask Uro) I'm going to leave them as they are for now, which is literally as bombs until i can get another option sorted. Oddly the Wildcat doesn't actually have Dipping sonar in the real world.. Something I never understood since its predecessors all had it and it was seen as an absolutely necessary feature. ASW was a key part of the RN's claim to be able to defend British waters which added yet another nail in the Nimrod's coffin. I must update those banners Yeah the The Spearhead class model was only ever planned to be a static ship/object. I was planning on using it as a base in a mod pack. Its sat there for ages now collecting digital dust. I'll have pick it up again later in 2019.
  7. Merry Christmas to one and all! Have a wonderful time. The plan was to release a few things today. Real life has stopped that. Sadly my plans for the the next few days don't allow any PC time. So, breaking tradition releases will be delayed until i get back. Q) Will the Wildcat get released? A) Yes, the plan is to release a BETA minus a few planned/malfunctioning features followed up with an update in January. Q) When is it going to happen? A) After boxing day and before New Years Eve...probably. Real life permitting. Q) What else are you going to release? A) Several updates to existing addons and a few more unseen surprises and toys these will be spread out over the days after the Wildcat Beta release. I hope you all enjoy the holidays. Be safe, have fun and don't drink and drive. Get a cab. Rock
  8. rksl-rock

    Underwater Rocket

    I've had the same experience. Only bullets work. The only way i can see torpedoes working is by scripting. :(
  9. How long is a piece of string :) And I don't mean that in a nasty way. I dont have huge amounts of free time anymore. It was almost due for release early in the year but i got sick. other things took priority and it got sidelined. Right now It still needs a lot of re-work to get it up to the standard im happy with and during the course of some other projects I've learnt a few new things that will make the addon much better. So I'm afraid you just have to wait. @All the armchair critics out there: As much as I love making addons I will ask people to remember, i do this for fun. I do not work for anyone in this community and I do have commitments in the real world. No one has ever actually come and asked whats going on behind the scenes. Only, when they will get addons. "Dance monkey! Dance!" isn't something i respond to. Time permitting some addons will get released and updated as per RKSL Christmas Tradition. Thats all i can say right now. Say it with me folks "It will be done when it's done!"
  10. Use an official ArmA3 version. There is no public ArmA3 version available yet. Any version you find is a hacked version of the ArmA2 2.6xx version released solely for ArmA2. You could also use one of the addons that allow compatibility with ArmA2 that the public addon is actually made for.
  11. EDIT: Just been asked what is a WAFU = Wet And F@#%ing Useless. Comes from WWII when Planes were launched from destroyers to provide air cover with no way to land back on the ship. After they ditched and spent the rest of the time on board doing nothing. hence WAFU ;)
  12. I've already had 2 other people ask for ACE support and given them the same answer. I will happily add config hooks for them if enough people request it and it does not not create a dependency. But I will never add non RKSL dependencies into our addons unless absolutely necessary. Not everyone uses ACE, or RHS or many of the other possible enhancement packs out there. My preferred and recommended Fast roping solution is Duda's Advanced Rappelling but that is an option not a hardwired requirement. Same for Lesh's Towing. Both are suggested options but they remain options not dependencies. The Puma is getting a huge update right now off the back of the work on the Wildcat. As with the wildcat there will be new features. I do have plans for an enhanced load master position that will require individual control of the doors. However several groups have specifically requested that i restrict door control to aircrew only. I guess people are tired of random door openings. I'm not a fan of FFV on things like the Puma that have an armed option. To my mind it doesn't make sense. For the little bird where you are sat on a bench on the outside of the aircraft it makes perfect sense. In the Puma where you are totally enclosed and have door gunner options. Not so much.
  13. I've been neglecting these forums for a while, the RKSL Twitter and Facebook followers have been getting more updates recently. But I thought I'd just drop this in here:
  14. rksl-rock

    Project - Vertical Lift 2035

    Its your alpha layering. In Object builder select all the windows and goto the Faces Menu > Move Top. This will bring them to the top of the Alpha stack and they will work properly. And by the way these look amazing. I particularly want the Raider myself.;)
  15. As promised, the RKSL Christmas tradition continues, Here's the second release. RKSL Studios presents the Official Port of our Foxhound LPPV. The Ocelot Foxhound LPPV was specifically designed to meet the UK MoD’s £200m LPPV programme requirements and replace the Snatch Land Rovers in use with the army. The Snatch Land Rovers have been criticised for their inability to provide protection against IEDs and roadside bombs in Iraq and Afghanistan. The LPPV programme’s objective was to have 400 light protected patrol vehicles production ready by 2010. The UK MoD purchased two Ocelot Foxhound vehicles for testing in April 2010. The invitation to tender (ITT) was issued in May 2010. In September 2010, the Ocelot Foxhound LPPV was selected under the programme against the contender Supacat and NP Aerospace consortium’s SPV400. An initial £180m order for 200 Ocelot Foxhound vehicles was made through urgent operational requirements (UOR) process in November 2010 In December 2011 a further 100 Ocelot Foxhounds were ordered as part of a £400m package of protected vehicles and Counter-Improvised Explosive Device (C-IED) technology for British Forces in Afghanistan. The contract was finalised in June 2012. The UK MoD also plans to acquire additional 25 vehicles at a cost of £30m. ArmA2 to ArmA3 This is an improved port of the original A2 release into the A3 game engine. The model itself is largely unchanged with some minor edits to add features and fix some old material bugs. This version also supports some of the newer A3 features such as texture customisation. END USER LICENSE AGREEMENT You may: DISTRIBUTION: You may distribute the original .PBO files within this download freely, so long as the PBO files are unmodified and the Readme and EULA files are included. Under the following conditions: ATTRIBUTION: You must give the original author credit. The content of this archive is the sole intellectual property of RKSL Studios and its Creators. NO COMMERCIAL USE: This content is provided free of charge solely for entertainment purposes. You may not use this addon for commercial, military or teaching/training purposes. NO DERIVATIVE WORKS: You shall in no way modify, repackage or reverse engineer any of the archive's content and PBO files included in this download without first receiving prior permission from RKSL Studios. NO VBS USE: Use of this SOFTWARE may not be used in the VBS/JCOVE product lines or any other simulator without written authorization from the LICENSOR (RKSL Studios) DO NOT UPLOAD OR RE-UPLOAD TO STEAM WORKSHOP: You may not upload to Steam Workshop or any other service that reassigns rights over RKSL Studios Intellectual Property to 3rd Parties. FULL END USER LICENSE AGREEMENT: Common A3 RKSL Studios EULA [Click to read more]. POLICY ON RE-UPLOADS FOR STEAM: Any uploads will be met with a DMCA takedown request [Click to read more]. FULL DOCUMENTATION: Foxhound LPPV v3.100[Click to read more]. ADDON FEATURES MRAP capability 2x GPMG Thermal Imaging all around Cameras Thermal Image Reversing Camera Turn In/Turn Out on the turrets 3x Skins Desert Tan NATO Green United Nations A WORD ABOUT REALISM We strive to make all our addons as realistic as the game engine and our own capabilities allow. This means that real world speeds and capabilities are simulated where possible. Compromises have and will be made where necessary but we will not downscale or completely cripple an aircraft, system or weapon to fit into the limited spaces some ArmA maps provide. GPMG Iron sights - When I asked an RAF Regiment Gunner (that spent 3 tours on the Foxhound) how easy was it to use the iron sights on the Foxhound he replied, "Nearly impossible, the pivot system doesn't let you in most angles unless you are very tall and can twist yourself in knots." When I asked him how he aimed he replied, "That's what tracers are for". Engine Power - The current engine/physx setup approximates the real world power. ArmA simply cannot simulate the range of the real world gearbox. Simply put these are not as fast as the vanilla ArmA MRAPS but they are easier to use at patrol speeds. COMMUNITY COMPATIBILITY It has always been a basic tenant of RKSL Studios design philosophy not to negatively affect other community made content. We do not replace core values or modify anything that will affect the function or experience of others. We are happy to discuss optional compatibility patches, but will not exclusively adapt our addons to anyone elses Mod standards. All RKSL Content is tested against the currently available stable build of the Vanilla game and official expansions. HISTORY Only milestones are mentioned. Key: Normal = Development build Bold = Testing Build or Public Release 3.100 - PUBLIC RELEASE 3.059 - Numerous Fixes 3.052 - Limited Release to Friends 3.050 - DAR-V Build #9 3.044 - Stable internal Test 3.039 - Revert to earlier turret build 3.031 - Tweaks 3.030 - Numerous Fixes 3.029 - Turnin/out option added (Huuuge mistake) 3.028 - Test Release 3.026 - Damper damage drama. 3.025 - Revert to modified MRAP01 torque and gearbox settings as its gutless going up hills 3.024 - PreRelease Testing - limited circle 3.023 - Revert to previous value. 3.019 - Refinements. Engine values - real world attempt #3048 3.018 - Private Test Build 3.015 - Refinements. New Normals map 3.014 - Refinements. Upscale bake new smdi new rvmats 3.014 - Refinements. MRAP01 gearbox 3.010 - AI Testing build fixes to view and fire geos. 3.008 - Refinements. PhysX changes new gearbox 3.007 - DAR-V Play build 3.003 - Internal Test build 3.002 - Improvement build Added internal screens New rvmats 3.001 - Initial ArmA3 build Added PhysX 2.05BETA - ArmA2 main release 2.04BETA - Internal prerelease build KNOWN ISSUES All known issues are recorded in the Foxhound Bug Tracker. If you find any problems please report them and help make these addons better. Foxhound BUG TRACKER CREDITS This addons and model is 100% unique and doesn't not incorporate any 3rd party content: Model: Messiah ex UKF & RKSL Textures: Messiah ex UKF & RKSL Turret Animation Setup: Da12thMonkey Config: Rock Testing: Jamo [4IB] - Out of the 20 or so people to test hes the only one to post bugs. Thanks! The lads of DAR-V Fuller of Task Force 316 Mathias aka ToxicLemon Research & Information British Army Website Ministy of Defence Images Ministry of Defence - Defence Equiment and Support - DeSider magazine Phil, Chris & Paul RAF Regiment, Honington Thanks Rock Dec 25th 2017 MIRRORS: @RKSL Studios - DOWNLOADS Page @Steam Workshop - Foxhound LPPV QUICK NOTE: About Steam Workshop reuploads. We will remove any re-uploaded content. If you don't know there is a tool that crawls the Steam Workshop and matches files so even if you upload it for "Private/clan use" we will find it and we will issue a DMCA Take down request. Instead, Just create a Collection and save us all the trouble.
  16. Thanks for the post. If you care to read the thread and bug tracker everything you have noted is a known issue. I've just not gotten around to all the fixes yet. Its been a very busy 9 months. The PIP issue is down to the max number of PIP screens in the vehicle. I believe the actual max allowed is 12. There are something like 20 in the current model. I've removed and consolidated some of them but it does mean reduced functionality for non-drivers. Gunner proxy issue is a bit odd. its caused by the turn in/out feature which I've never liked. But it was requested and as yet i've not found a practical solution to make it work properly. Reload anims were left out so i could release on time but also because the character anims were causing rpt errors. Dravven was supposed to be making the revised custom anims for them but vanished a week before the deadline. I've not seen him since. Most of these are fixed on the dev version i have. Its just messy. I'll hopefully get around to cleaning up the remaining fixes soon ish. A lot depends on work and real life.
  17. Sorry but its a lot further than you'd think. :) I'm sticking with the Foxhounds for now. There are lots of fixes and improvements to come yet as well.
  18. I'm aware of the "float". This varies a lot depending on your graphics settings. Everytime i fix it someone complains that its sunk in the ground or floating above it. :) The trick is finding the happy medium. I'll re-add it to the bug list for the testers to check. I will admit there is some bug/screw up with the physx/damper setup that maybe linked to this. Shoot the wheels out and you will see what i mean. As for netting, I had a setup that included the netting and a lot of accessories. It was dropped from the Christmas release due to the bugs it brought in. But its something I would like to sort out. And the biggest problem with it was creating a convincing texture that didn't look shite. On another note: - check twitter or facebook for mini updates.
  19. It may have to happen. But for now I'm going to try and go for the whole mountain. If you don't try you don't get.
  20. WIP Update for early Feb. Brace yourselves.... @p_siddyis going to get excited.
  21. I'm posting this for a friend (@PE4) since he cant seem to start a topic: On my copy of Arma3 vehicle wheels are sinking into the ground just after I, or the AI, start driving. The problem occurs with AI driven ground vehicles (without me in the vehicle), and also with myself as a passenger or driving. This all takes place even if the vehicle is AI controlled (with me watching), if I have spawned in with the vehicle or if the vehicle is empty and I get I and start driving. Usually the vehicle (tracked or wheeled) will drive for a few metres before the wheels or tracks sink into the ground rendering the vehicle immobile. Also, during the brief moments when the vehicle is still mobile, the suspension will often bounce as if going over a small obstacle when the ground is completely flat (this also occurs in a completely empty VR map with only the vehicle present). I have also had several instances of objects (rifles and boxes) sliding across the ground. Spawning an ammunition box on a slight incline means the item will start to disappear off down the hill. Also items spawned near each other will bounce and often flip (an example being a box sat on by an AI in the vanilla campaign - screenshot included). The problem takes place in single player (vanilla and modded) with any ground vehicle, but also in multiplayer (I logged into the CCG Malden Wasteland server, spawned a quad bike as a test and the wheels sunk after I started driving). I've managed to replicate the issue on Malden 2035, Atlis, Stratis, the VR training room, CUP Chenarus and Chenarus Redux. This all started on a newly rebuilt computer with everything newly installed in an SSD. Steps taken in an attempt to rectify the problem (other than pulling my hair out): Verified games files on Steam (and then carried this out after every change). Deleted PhysX and reinstalled. Switched PhysX between Auto, CPU and GPU settings. Deleted the game and then reinstalled. Tried 32 and 64bit Arma 3. Tested with a blank, fresh newly created profile in game. None of which have made any difference to the issue. System specs: Windows 7 Home Premium SP1 i5-4690k CPU @3.50GHz (4 CPUs) 8192MB RAM GTX470 List of screenshots (all vanilla, without mods): WS01 - SP. Wheels sunk in VR, player in vehicle, AI driving. WS02 - SP. Wheels sunk in VR, player driving. WS03 - SP. Tracks sunk VR, player in vehicle, AI driving. WS04 - SP. Tracks sunk on Malden 2035. AI driving without the player getting into the vehicle. WS05 - SP. Wheels sunk on Malden 2035. AI driving without the player getting into the vehicle. WS06 - MP. Wheels sunk on CCG Wasteland Malden 2035 after purchasing the quad and attempting to drive off. WS07 - SP. Wheels sunk after attempting a recce mission on the SP campaign. Player driving. WS08 - SP. Box bounced away from under an AI in the SP campaign on Atlis. WS09 - SP. Box bouncing down a hill in Malden 2035. Any ideas? Thanks in advance.
  22. You arent understanding this. I've said this several times. Its a fresh install of the entire operating system & game. There are no previous profiles.
  23. I appreciate the effort but we've never loaded any mods on this install. Its a completely clean install.
  24. Really when? I would have thought its apparent its not a scripted situation from the description i wrote. This is an issue with the core game.
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