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Everything posted by rksl-rock
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Theres an old one i wrote floating around somewhere. I will try and fid it tomorrow for you. Its not that complex, just confusing until you get the basics. You can setup multiple MFDs/HUDs/Displays by grouping them and definging new points for each group. class MFD { class HMD { HMD Display setup in here }; class Static_MFD_lefthand { MFD LH Display setup in here }; class Static_MFD_righthand { MFD RH Display setup in here }; }; enableParallax = 0; This will cause the HUD to shift with perspective of the player. I rarely enable it as i find it intensely annoying. helmetMountedDisplay = 1; Self explanatory really but this will make the data in the group move with your viewpoint. Coordinates Its all based of a 1x1 square defined by 3 points in the class MFD section. Notes: The 0,0 Origin is the top left corner. if the points are not a true square the output will be distorted. X values move left to right. Y Values move top to bottom ie a positive Y value will infact draw the line in a downward direction. topLeft = "hud_lh_p"; topRight = "hud_ph_p"; bottomLeft = "hud_ld_p"; Border values allow you to letter box the items in a section. You can do some complex stuff with this but it gets complicated fast. borderLeft = 0; borderRight = 0; borderTop = 0; borderBottom = 0; All the values are x and y coords between 0 and 1. So 0.5,0.5 is the exact centre. class Bones The "Bones" are similar to model.cfg bones. They too can have different animation sources but can also act as 'anchors' to fix things too. Then in class draw you use relative coords to draw lines or text from that anchor point. class Draw Again in here you can create groups with conditions etc. ie weapon selections that change the display and so on. The grouping is split into 3 parts. {"<BONENAME>",{<X Coord>,<Y Coord>},<WEIGHT>} >BONENAME> - This is the name from class bones. It will anchor anything you draw to this bone. So any coordinate you use will be relative to the anchor coords defined in the bone. *Leaving the bone empy will mean it will use absolute coords from the 0,0 origin. <X Coord> - Can be a + or - value. Positives will move right. Negatives will move left relative to the anchor bone. <YX Coord> - Same as above but Positives will move down. Negatives will move up relative to the anchor bone. points[] = {{"",{0.2,0.2},1},{"",{0.8,0.2},1},{"",{0.8,0.8},1},{"",{0.2,0.8},1},{"",{0.2,0.2},1} The above will draw a box with a continuous line. You can split the line by adding a ,{}, between the groups allowing you to start again somewhere else. points[] = {{"",{0.2,0.2},1},{"",{0.8,0.2},1},{"",{0.8,0.8},1},{"",{0.2,0.8},1},{"",{0.2,0.2},1},{},{"",{0.3,0.3},1},{"",{0.7,0.3},1},{"",{0.7,0.7},1},{"",{0.3,0.7},1},{"",{0.3,0.3},1}}; The above will draw the same box as the first. Then split the line (like taking your pen off the paper) then let you draw another box inside of the first. Well thats the basics. Advanced stuff is a bit more complicated and requires a bit more explantion and trial and error. I'll see if i can find the expanded tutorial for you when i wake up later.
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Merry Christmas to you too. I promise you, PRACS is really not a "hype machine". It is the sole work of a single man. Working in his free time. Supported by occasional contributions to bring a huge multifaction mod pack complete with Lore, missions and a huge catalogue of stories to the community for free. It was never going to happen quickly. Making any mod takes insane amounts of time, testing and troubleshooting to create. The volume of content, the lore and storytelling created around PRACS mod is the product of literally thousands of hours of blood sweat and tears. As any experienced modder will tell you; making mods for Arma is a constant frustrating grind of iterations, testing and re-design. Especially when you try to make something as huge and as complex as a Multi-Faction mod with hundreds or models of vehicles, planes, helos, weapons, uniforms, scripts, textures and the inevitable thousand and one bugs that come with them. Fighting to complete any large mod like this when people like to criticise without first taking the time to understand the effort required is at best de-motivating and at worst a painful grind to deliver to an ungrateful audience. What so many spoilt people forget is that Modding is a hobby. It is done in our free time. We don’t get paid, so often YOU will have to wait for more important things to get done first: work, health, family and life in general. Your "subjective opinion" is irrelevant. The only thing that matters is that @wld427 has fun making free content for the community to enjoy. The Testers can assure you PRACS is not just smoke and mirrors Hype. It is a huge, varied and very well curated mod pack that expands the A3 Armaverse in the same way it did in Arma 1 and Arma 2. If it takes longer than YOU prefer to get hold of that free content that is a shame. However, anyone that has ever tried to make mods themselves will understand and tell you, it just takes time to do things properly. And when people constantly try and shit on your efforts it makes it harder to push through those bugs and fixes to be stable at release. Because when you do release something with even a single bug some people in this community will go to epic lengths just to tell you about it and make it all about them and their subjective disappointment. Anyway, Merry Christmas I hope you have a wonderful day and aren't too disappointed by your gifts, should you be lucky enough to get any.
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I have virtually no input into them - i just helped Mike with some problems. You can check out his Pinzguaers here: https://steamcommunity.com/sharedfiles/filedetails/?id=1755268799&searchtext=Armed+forces+uk
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rksl RKSL Studios: Bovington Test Area Release
rksl-rock posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
RKSL Bovington Test Area BETA Bovington Camp is a real location in the Southwest of England. Its primary use is to teach members of the British Forces to drive and use all the vehicles in the British inventory. But it is also used to test and develop new equipment and improvements to existing kit. The map was started due to a conversation with @mikephoenix about having a map to test our vehicles on. I blame him for all that followed. This represents a lot of blood, pain sweat and so many tears its really not funny. It is not the best product I've ever released. And I'm reluctant to release it in this state. But so many people want to get hold of it I've chosen to let it escape into the wild. Some things you really need to understand: This really is an UNFINISHED, WORK IN PROGRESS!! Lots of broken and messed up things. You MUST set your view distance to no more than 4000m to get the best performance. It uses a 4096x4096 height map and has a 1m per vertex resolution and any view distance over 4k causes massive FPS drops. It will be updated and improved upon over time. That time frame may be months or millenia. This version is a slight step backwards in terms of progress in that it has a lot of placeholder buildings and objects. The green buildings are placeholders for custom buildings. These will be swapped out over time. White objects are unfinished or I've screwed up. They will be replaced faster than the green buildings. It was intended from day 1 to be an internal project soley for Mike and myself. If you want to whine and whinge about it, just unsubscribe and move along. And if you cant resist are going to whinge. Be constructive and make a Bug report here: BUG TRACKER Version History V3.BETA41 Public BETA - Fixes and additions V3.BETA40 First Public BETA Release Legal and EULA http://eula.rkslstudios.info/ Stats: 16.777 sq Km 99,960 ish objects. Some custom roads, Lots of custom objects, 600m Firing Range with custom firing points. 25m Pistol Range Credits Created by: RKSL Rock Custom Objects by: MikePhoenix and RKSL Rock Tested by: - Farsight - Smudge - Siddy - (when he could remember to download the right version) - SmokeDog - Kyle - John M - Lots of ref pics and advice. If you would like to donate, I would appreciate it. Especially now with COVID its hard for people to do but If you like the map and out addons dropping me a Kofi would be appreciated[ko-fi.com] Rock Oct 20 DOWNLOAD @Steam - https://steamcommunity.com/sharedfiles/filedetails/?id=2255211315 DOWNLOAD @RKSL - https://www.rkslstudios.info/index.php?/files/file/33-rksl-bovington-test-area/ -
rksl RKSL Studios: Bovington Test Area Release
rksl-rock replied to rksl-rock's topic in ARMA 3 - ADDONS & MODS: COMPLETE
RKSL Bovington Test Area BETA41 is out on Steam. Now with added watery bits as requested by SentryUK. As always - READ the page first. Have fun. v3.BETA41 Update: 24 Oct @ 4:58am - FIXED - Geo location this has had the desired effect on the lighting. - ADDED the River Piddle. Yes that is its real name. - ADDED extra hescos at various locations - FIXED - several uneven roads. - ADDED - Lots of reeds and bushes along the river banks. - Added several new tracks - Added several bridges. - many more small tweaks and changes. -
rksl RKSL Studios: Bovington Test Area Release
rksl-rock replied to rksl-rock's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just a heads up: v41BETA is due in a few days It's likely to be Saturday (24th) Morning. Whats changed: Some minor tweaks to road network, smoothing corners and merges. Tweaks to the colours on the Satmask and maps. Toned down the saturation on the heather...way less purple now. Added some more vegitation in the sparser areas. Widened some of the country lanes to make AI use easier. Added the River Piddle. Sentry put in a request for a river to enable river crossings using RHS's new pontoons. This was something I wanted to do orginally. But for various reasons did not push it. There is a actually a river in this area with the fantastically British name of "Piddle", It is the real name and I'm not making it up. So I have added it in. I'm going to stream some of the clean up work a bit later. Internet permitting. I was planning on doing this last night but my connection was going up and down all night. The river is located in the NE corner. it doesnt really affect what was already there too much. The height map already included most of the detail already. So if you've already begun using the map for training or missions you may not be affected. You can watch the earlier work to make the changes ingame. Here: I should be streaming the rest a little later on today. -
rksl RKSL Studios: Bovington Test Area Release
rksl-rock replied to rksl-rock's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Glad you like it. Re Accuracy: Well it uses real world 1m resolution DEM heightmaps. So from that point pretty accurate until you get out to the 600m Range and the helibase in the NW (My god son made that area, he's 12). Those areas are pure artistic licence. But the road placement is 100% real. The tracks maybe not so much but ive tried to stay close ot the way the terrain changes so they are - i beleive - pretty close. The building placement around the SW is mostly correct with some bits missing but the rest of the map is missing some key bits. Lawerence or Arabia's house for example at Clouds hill. There are several houses and farms missing. I didnt feel they added anything useful so didnt bother with them. I think this needs to be said. When I started this it was PURELY as an internal project for @mikephoenix and I to test our vehicles on. i had zero plans to take it to what it is now. I showed some screenshots on my discord and people began asking for private version. It was only then that I even thought about releasing it. I've already got what Mike and I needed from this map. Having said that we are going to continue to develop the buildings etc. But as so many people want to use it as a training map, I think leaving most of the space open for what ever use Clans and GU's want to do with it is probably the best way forward. So you will see lots of fixes and the new buildings will start to appears, specialised spaces will get more populated eg testing tracks will start to fill out. Maybe some ambient buildings too but I'm not sure what else I could do with the map and still have it as flexible as possible. I'm open to suggestions. -
rksl RKSL Studios: Bovington Test Area Release
rksl-rock replied to rksl-rock's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Oh? I'll have another look at that. Thanks. Just FYI there is a bug tracker on the RKSL Website and you can always drop a note on our discord if you want a quicker reaction. You are welcome. Its something I've wanted for a while and the timing was just right when it happened. It really wasn't planned. -
ARMA 3 Addon Request Thread
rksl-rock replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Regardless of "your reasons" or my health issues, please just think before you start making demands. You don't know what anyone else is going through, as @FallujahMedic -FM- said, I do this as a hobby. I don't work for anyone here and I'll release what i want to when i can. In the meantime show some respect and patience. Attacking someone without thought may just be the reason they say "fluff it" and stop making public content. And where does that leave you? Manners and patience folks. It does wonders in everyday life. -
ARMA 3 Addon Request Thread
rksl-rock replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yeah, got a huge bunch of things on the go. Lot of Uk stuff, lot of helping people out with their stuff, lot of chemotherapy, some texture work. Real paid work and all the usual crap on top. Plenty of Core focus, just not on what you want. Sucks to be you. -
RKSL Studios presents our BETA of the AW159 Wildcat HMA2 This is a BETA and does not represent the final version. This addon WILL change and EVOLVE. There is no guarantee class names will stay the same and performance and features may change between versions. You need to understand: - This BETA (3.065) is approx 2 versions behind the current internal build. - Internal textures not final - MFD system/setup is NOT Final - No guns in this version - next update...should be... - Torpedoes disabled - not working ingame - Depth charges disabled - not working ingame - Loadouts are going to change. - No wreck model Why release an older beta? Its my Birthday and Internally we've reached an impasse. I'm asking for a fresh look for issues. Specifically I want feedback on: Basic Flight Model Advanced Flight Model Weapons performance Radar & Sensors PLEASE NOTE: Please see the Change Log. AW159 Wildcat FAQ LEGAL DISCLAIMER - RKSL Studios addons are distributed without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. - The RKSL Studios addons are not an official Addon or tool. - The use of these addons (in whole or in part) is entirely at your own risk. The Full End User Licensing Agreement for this addon pack is available here: http://eula.rkslstudios.info/ PACK CONTENTS Wildcat HMA2 - Helicopter carrying 2 Crew and 4 Passengers. (The AH1 will follow later) FEATURES: Dynamic Loadouts Optical Turret with NV/Thermal modes Emergency Floatation System - See the AW159 Wildcat FAQ Option to open/close doors in EDEN attributes. Option to open/fold Rotors in EDEN attributes. Optional Support for Duda's Advanced Rappelling Optional Support for Lesh's Towing Mod integrated Towbar - for towing. BUGS AND FEEDBACK We would appreciate hearing about any issues or suggestions you have experienced. Please use the Bug Tracker below: Wildcat Bug Tracker CREDITS This addons and model is 100% unique and does not incorporate any 3rd party content: Models: RKSL Rock Textures: RKSL Rock Animation Setup: RKSL Rock Character Animation: RKSL Rock Config: RKSL Rock A3 Testing: JASS Toxic Lemon Charlie's Hemorrhoid Devoted Stoat The Idiot previously know as "Generic Harmless Animal" Kyle M Soggy Biscuit III Research and Support, Help etc: * Banks for answering questions and reviewing Pizza. (Avoid Dominoes in Yeovil) * Jay B for reading the manuals over the phone. * Bertram for providing the most pedantic technical critic possible. And so many other that provided help solving many many issues. Thanks Rock September 2019 Like this addon? Feel Like providing some help and motivation? How about buying be a Ko-Fi? DOWNLOAD ON STEAM
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RELEASED - RKSL Studios: AW159 Wildcat
rksl-rock replied to rksl-rock's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well I'd say I have a handle on about 60% of the XML. I have a list of variables and their meaning. I even have some of the formulas in spreadsheets to help calculate the values. What I really need help with is an explanation of how each variable affects behaviour in the simulation. I say this because, previously I've enlisted the help of far more knowledgeable people than myself to help reverse engineer the values in stock configs. In this case my old University lecturer in Aerodynamics at UWE ex of Rolls Royce and BAe. And one of the design engineers that worked on the BERP rotors for Westland Helicopters. Even they couldn't arrive at the same values as is in the configs. And when we used the 'real life' values they gave me the helicopter was virtually unflyable. With so little documentation it's hard to understand the effect tweaking one value has on another. Right now its pick a class of helo and tweak - test - tweak - test rinse and repeat until satisfied. Laborious to say the least. -
RELEASED - RKSL Studios: AW159 Wildcat
rksl-rock replied to rksl-rock's topic in ARMA 3 - ADDONS & MODS: COMPLETE
lol yeah go for it. There is a mathcad plugin for it and I believe a standalone toolkit. Hell right now I'd just love to get my hands on the manuals with diagrams. -
RELEASED - RKSL Studios: AW159 Wildcat
rksl-rock replied to rksl-rock's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If someone wants to give me the RotorLIB SDk sure. 😉 Without it calculating some of the values is neigh on impossible. I sat down and tried for 4 months to decipher the XML values and reverse engineer it. Either my math was wrong (very possible) or i was missing something. Talking to others after the fact I'm definitely missing info. -
RELEASED - RKSL Studios: AW159 Wildcat
rksl-rock replied to rksl-rock's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes. I did some consulting for it back in the day. Been a while since i ran the game up though. -
RELEASED - RKSL Studios: AW159 Wildcat
rksl-rock replied to rksl-rock's topic in ARMA 3 - ADDONS & MODS: COMPLETE
V3.070 - Fix for the Fix - FIXED - Floats issue caused by the PhysX fix in 3.069 - CHANGED - AFM - Increased Ir, Ib & maxBrakeTorque Values - CHANGED - Geo LoD to tweak damage - ADDED - Materials to Fire Geo. Honestly there are about 30 other things tweaked changed and poked to. Still lots to do, I was hoping to push the Version with Door guns today but the V3.070 put me 4 days behind my plan and its going to be delayed. I have a busy few weeks ahead and it may be a little time before I can get it out. Sorry if that disappoints anyone. But real life wins everytime. Rock- 15 replies
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rksl-rock replied to rksl-rock's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks. New version was pushed earlier. V3.068 - FIXED Physx for Roadways - FIXED missing shadow from RH side step. - FIXED Copilot not being able to deploy floats in MP - CHANGED Rear door user action control position - TWEAKED Pylon values (Thanks Tetet) - TWEAKED Cabin Light Values - REMOVED EO Turret Search light option - REMOVED Option to control Aircrew doors in Eden (Possibly temp) -
Arma 3: Community wishes & ideas- NO DISCUSSION
rksl-rock replied to Maio's topic in ARMA 3 - GENERAL
No, not the same thing. The community towing solutions are only a work around. We are talking about more than just tow ropes. With a proper physX setup we are talking about proper articulated vehicles. The ability to hook up trailers and tow at speed without lag and massive rubber banding. This was a feature in VBS 1.22 in 2009. Why not now? -
Arma 3: Community wishes & ideas- NO DISCUSSION
rksl-rock replied to Maio's topic in ARMA 3 - GENERAL
I'll upvote this too.👆 (Before i say anything else; Yes I know VBS is now different than the current ArmA/RV game engine) VBS2 1.22 way back in 2009 had physx support for towing. Its 2019 and we still don't have a full PhysX implementation in ArmA. Why not? Why has it never been implemented? For those that dont realise the possibilities: Walking on moving vehicles. Towing Realistic damage Realistic object interactions/collisions (ie no more flying tanks) Arguably improved performance And far more. -
rksl RKSL Studios LCVP mk5 Landing Craft
rksl-rock posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
RKSL Studios presents the LCVP mk5 - UPDATED v3.002 The LCVP Mk5 was built by Vosper Thornycroft and FBM Babcock Marine, with the first entering service in 1996. Four of the vessels can transport a full Royal Marine company (around 140 troops) Presently, the Mk5s operate from the amphibious warfare ships HMS Albion (L14) and HMS Bulwark (L15) This addon adds a medium size landing craft in two versions: Personnel - Carrying 30 passengers, 2 FFR enabled Cargo Turrets with a 2 man Crew. Vehicle In Vehicle - with a load space of 2.7(W) x 6.47(L) upto 12,000Kg and carrying 4 passengers with a 2 man Crew. NEW in v3.002: FIXED - Cargo and Crew now vulnerable. ADDED - Can now toggle all animations via the Attributes panel in EDEN. ADDED - New Skins. Generic Grey, Camo & Civ Yellow CHANGED - AI now can control the ramp. CHANGED -- Debeach conditions relaxed. LEGAL DISCLAIMER RKSL Studios addons are distributed without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. The RKSL Studios addons are not an official Addon or tool. The use of these addons (in whole or in part) is entirely at your own risk. You may: The Full End User Licensing Agreement for this addon pack is available here: http://eula.rkslstudios.info/ PACK CONTENTS 1) LCVP Mk5 - Personnel - This version carries 30+2 (Turrets) troops with a crew of 2. A driver and commander. CLASSNAMES: rksla3_lcvpmk5_1 2) LCVP Mk5 - Vehicle-In-Vehicle - This type is intended to transport vehicles upto 12000kg. It is unarmed but does have 4x Cargo seats. CLASSNAMES: rksla3_lcvpmk5_viv CHANGE LOG 3002 - Fixes and Additions FIXED - Cargo and Crew now vulnerable. ADDED - Can now toggle all animations via the Attributes panel in EDEN. ADDED - New Skins. Generic Grey, Camo & Civ Yellow CHANGED - AI now can control the ramp. CHANGED -- Debeach conditions relaxed. 3.001 - Bug Fix Release Glass lens on Folding mast do not fold. External dependency to Foxhound LPPV De-Beach script activation is too restrictive 3.000 - PUBLIC RELEASE FINDING THE ADDON IN THE EDITOR You can find the Objects under: UK Armed Forces > Boats ADDON FEATURES 3x Decal options switchable in EDEN Attributes: Royal Navy, Royal Marines Generic - As requested by several Dutch Community members OPFOR Camo Ind Generic Grey Blufor Generic Grey Civ Yellow NV/Thermal Obs camera in Commander's turret 2x Firing-From-Vehicles Turrets (Personnel Version only). Option to open/close covers in EDEN attributes (Personnel Version only). ViV can transport vehicles upto 12,000kg De-Beaching Option - You will inevitably beach this at some point. If you don't have another vehicle to push it back this will save you. In the Driver's position at 0Kph you will see an option appear "De-beach" - this gives you a short shove backwards. Repeat as necessary until you are afloat again. PLANNED FOR THE FUTURE Improved and More structured damage. Fixed gun mounts on the fore deck. Several other skins. A WORD ABOUT REALISM AND A SENSE OF HUMOUR We strive to make all our addons as realistic as the game engine and our own capabilities allow. We all know that ArmA has some interesting moments with PhysX while we have tried to limit these without compromising the addon... things just happen sometimes. Do let us know. But also accept that we may not be able to fix everything. 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 else's Mod standards. All RKSL Content is tested against the currently available stable build of the Vanilla game and official expansions. BUGS AND FEEDBACK We would appreciate hearing about any issues or suggestions you have experienced. Please use the Bug Tracker below: LCVP MK5 Bug Tracker KNOWN ISSUES AT RELEASE - See the bug tracker for details Water vapour flows above the deck occasionally Vehicles loaded in cargo in the ViV version don't render correctly when in passenger slot. Vehicles loaded in cargo in the ViV version are sometimes partly white when viewed from the outside. CREDITS This addons and model is 100% unique and doesn't not incorporate any 3rd party content: Models: RKSL Rock Textures: RKSL Rock Animation Setup: RKSL Rock Character Animation: WLD427 Config: RKSL Rock A3 Testing: Toxic Lemon Charlie's Hemorrhoid (I dont name them - but he is a pain in the arse) Devoted Stoat aka Jaime Smyth-Burton (No, he's not a Conservative MP) Generic Harmless Animal (Its his initials GHA, believe me this is the nicest version so far) Insoles aka Mark (he didn't have a nickname that he would tell us but he's a Royal Marine and we refuse to call him Bootneck) Kyle M JC (No, not that one, or the car guy) DarcyBA (Sorry pal i refused to type your full chosen name here) Thanks Rock May 2019 DOWNLOADS: @RKSL Website: DOWNLOAD v3.002 @Steam Workshop: DOWNLOAD via STEAM v3.002- 14 replies
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rksl RKSL Studios LCVP mk5 Landing Craft
rksl-rock replied to rksl-rock's topic in ARMA 3 - ADDONS & MODS: COMPLETE
VERSION 3.002 - Released CHANGE LOG 3002 - Fixes and Additions FIXED - Cargo and Crew now vulnerable. ADDED - Can now toggle all animations via the Attributes panel in EDEN. ADDED - New Skins. Generic Grey, Camo & Civ Yellow CHANGED - AI now can control the ramp. CHANGED -- Debeach conditions relaxed.- 14 replies
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rksl RKSL Studios LCVP mk5 Landing Craft
rksl-rock replied to rksl-rock's topic in ARMA 3 - ADDONS & MODS: COMPLETE
New version uploaded: 3.001 - Bug Fix Release FIXED :Glass lens on Folding mast do not fold. REMOVED :External dependency to Foxhound LPPV CHANGED :De-Beach script activation is too restrictive- 14 replies
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rksl RKSL Studios LCVP mk5 Landing Craft
rksl-rock replied to rksl-rock's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Errors 1 & 2 are now fixed the update will be pushed in the morning. Error 3 - Debeaching. The reason its locked down so tightly was to make it a last resort kind of thing. Also to prevent cheating/griefing with it. The first few versions were limited to >5kph and eventually 1kph. Hemorrhoid found a way to cause havoc in the Welldeck of Albion. hence why you have to be static. Which LPD are you clashing on?- 14 replies
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RKSL Studios presents the Official Port of our Puma HC1. NOTE: I'm not entirely happy with this release but im getting pretty frustrated with custom animations. So much so i need a break from it, lest it get binned. So I'm releasing it as a BETA and taking a little break from the project to work on fixes for the Foxhound and some other things. The Puma HC1 first entered service in 1971, and the RAF currently has a fleet of 34 aircraft available to the front-line Support Helicopter Force. The aircraft are operated by Nos 33 and 230 Squadrons, both based at RAF Benson. The combined Puma Force is separated into 5 operational flights and an operational conversion flight, which offers flexibility in its role with both desert warfare and arctic warfare specialist equipment available for fitting to the aircraft. RKSL Studios Puma HC1 Image Gallery LEGAL DISCLAIMER RKSL Studios addons are distributed without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. The RKSL Studios addons are not an official Addon or tool. The use of these addons (in whole or in part) is entirely at your own risk. 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 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 POLICY ON RE-UPLOADS FOR STEAM: Any uploads will be met with a DMCA takedown request. FULL DOCUMENTATION: Puma HC1 v3.090 ADDON FEATURES RKSL Dynamic Rotor System Sling Load Camera Countermeasures Sling loading upto 3000kg Custom Advanced Flight model Unique Lighting system Multiple paint schemes. Flat NATO Green 90's Two Tone Green 90's Two Tone Snow 70/80's Three Tone Green and Grey (Northern Ireland Scheme) Tiger Meet 2005 United Nations White Desert Pink '90/91 Fictional Dark Tiger Fictional Royal Navy Coastal Scheme A BIT OF HISTORY AND CURRENT STATUS. This model was first made in 2008. And bar a few tweaks and fixes hasn't really changed too much. The UV mapping and poly count were designed for the ArmA1 game engine. ArmA3 is far more capable and flexible than anything we had back then. Which means that this particular model is not going to be developed any further. I will continue to support the release until the new models for the HC2 and AS330 Series helos comes online. PLEASE NOTE: This build of the Puma uses a lighting system. To turn on the dash and cabin lights just turn on the aircraft lights. To turn off the external lights all you need do is retract the landing gear. PLANNED FUTURE FEATURES 100% new model. HC2 varient including: Full glass cockpit Increased power to simulate the Turbomeca Makila engines, new gearboxes and tail rotors Add option to control individual lights FINDING THE ADDON IN THE EDITOR You can find the Puma under: BLUFOR UK Armed Forces Helicopters Puma HC1 FLIGHT CHARACTERISTICS Things you need to know if you intend on flying the Puma to its limits.. Speed and Limits: Vne = 257kph - Velocity Never Exceed. This is the absolute max safe speed of the aircraft. Going faster than this may result in damage to the airframe or loss of control. Notes: The Puma HC1 has a very high centre of gravity. Be careful when: taxiing during rolling landings. Max safe speed for rolling landing is 75kph Watch for loss of lift when making sharp braking turns. In AFM Try not to use too much rudder about 160kph. Similarly, be careful about pulling up rapidly and over torquing the main rotor. 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. We genuinely believe that the manual operation of aircraft is a skill that should be interesting and fun. Not every aircraft flies the same nor do they have the same capabilities. If you can't learn and adapt to change then stick with the vanilla equipment. The Puma has been designed from the ground up to use the Advanced Flight Model. A lot of effort has gone into developing it, give it a try. Its pretty forgiving and damage tolerant. Take the time to learn it and you won't be disappointed. 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. 3.090 - Public BETA Release (largely due to frustration) 3.085- Flight model and Damage Tweaks. 3.075 - Removed custom anims 3.068 - Added extra skins. 3.059 - Custom Anims for Pilot and Gunners. 3.045 - Rebuilt Turrets Config completely 3.037 - Door Gun build and retexture. 3.036 - Internal lighting test rig 3.035 - External lighting 3.034 - Advanced Flight Model hover trimming 3.033 - Advanced Flight Model damage limits increase 3.031 - Advanced Flight Model milestone power 3.030 - Advanced Flight Model milestone 3.025 - Advanced Flight Model reverted 3.024 - Advanced Flight Model matlab calculated 3.022 - Advanced Flight Model tweaks 3.019 - Advanced Flight Model BIS02 adapted 3.017 - Advanced Flight Model tweaks 3.016 - 1st Advanced Flight Model attempt 3.013 - Sling Load camera 3.012 - Sling Load addition 3.002 - Basic Flight Model tweaks 3.001 - initial ArmA3 Port 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. Puma HC1 BUG TRACKER CREDITS This addons and model is 100% unique and doesn't not incorporate any 3rd party content: Model: Rock Textures: Rock Config: Rock Testing: Jamo of 4IB for helping understand the Rototlib/AFM setup. The lads of DAR-V Mathias aka ToxicLemon Siddy for constant nagging. Research & Information British Army Website Royal Air Force Website Aerospatiale AS330E Flight Manual Ministy of Defence Images Ministry of Defence - Defence Equiment and Support - DeSider magazine Gordon formerly of Westland Helicopters (RIP - 2014) Stephen C ex RAF Master Aircrew Oggy M - photo collection ex RAF Regiment John ex 230 Squadron Thanks Rock Jan 4th 2018 DOWNLOAD MIRRORS: @RKSL Studios - Puma HC1 v3.090 @Steam Workshop - Puma HC1 v3.090 @Armaholic - Puma HC1 v3.090
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I am working on a new Puma series base model that will allow me to create different versions and grow into Super Pumas, Cougars and Caracals etc Its just taking longer because i dont have much free time.