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gurdy

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Everything posted by gurdy

  1. Nope! While we will initially be focusing on getting playable US Army and German Heer troops, other significant factions like the French are possible for the future. :D However, it should be noted that currently we have no commonwealth forces in the plans, as we are focusing on the fighting in southern France and Germany. Thanks!! It really means a lot to us. :D Oh course! :P Getting all of the grenades behaving uniquely and correctly is really high on my personal priority list.
  2. Hello everyone! I hope your week is off to a great start. Today I'd like to show off our first piece of infantry equipment: the Model 1942 Stahlhelm. Thanks to my good friend Mihail of Red Hammer Studios, we have an assortment of covers to go along with our bare helmets. In our initial vertical slice, we've added a handful of Heer helmets created for winter and spring terrains. To represent our winter helmets in this update, we have selected a mouse-grey cover, a white cover, and a white-washed bare helmet with the decal revealed. For our spring variants, we have a Sumpfmuster 44 (Marsh 44) helmet cover, a Splittermuster helmet cover, and a bare helmet with one side decal. (Note: the two different strap configurations on the bare helmets are able to be randomized.) I am currently working on a field-painted spring variant along with a few other specialized ones. Hopefully a M35 and M40 will come along some day as well! ---- Finally reunited with his beloved PC and fast internet, RedPheonix was able to record some footage of the in-game M3A1: As always, the weapon is still a work in progress... however, I have to say that even in it's current state it is extremely fun to use. Have a good week, everyone!
  3. These two posts sum up my feelings on the whole things, sorry guys. Everyone has their own path to follow and we are happy with ours. :) I don't want to start ruling out assets, but I hope today's update will explain why these are not planned. -- I should learn not to promise dates! I am still working on a blog post that showcases what goes into an individual asset, but real life and illness always seems to ignore schedules. I am still trying to get them up soon, but I hope you guys will appreciate something very special and different for today's update. :D For the last couple of months we've been showing a lot of assets, but we really haven't talked much about our environment. However, I would like to change that by sharing some of the research our team has been doing for the first "episode" of Westwall--the allied closure of the Colmar Pocket. Often overshadowed by the Ardennes Offensive in the North, the battle to close the Colmar Pocket swept from the Eastern hills of the Vosges to the banks of the Rhine, through hilly forests, open plains, and cramped towns--all while facing the bitter cold, snow, and mud. (click to enlarge) Shortly after his collaborative release with the Exile team of the ArmA 3 port of Namalsk (https://forums.bistudio.com/topic/188868-namalsk-for-arma-3/), environment lead Lappihuan took a trip to the towns of Pfaffenheim, Guebrschwihr, and Ohsenbur in the French region of Alsace to scout locations that appear in our first terrain! I'd like to personally thank him and highlight a couple of the shots from nearly 500 photos taken from what we hope to be the first trip of many. (click to enlarge) We will definitely showcase much more in the future, especially after I get some sort of blog system set up. Stay tuned! Special thanks to MistyRonin, RedPheonix, and my wife for helping me with the post tonight, as well as Lappihuan for his awesome contribution. Thank you, and good night! :)
  4. I hope everyone is having a nice weekend! Here are two more grenades for you: the Model 24 and Model 43 stick grenades. The Model 24 model depicts the relatively rare "third-" or "late-type" production grenade. In addition to the Heer and Waffen-SS fragmentation sleeves, a bundled version will available to players. The Model 43 model depicts a typical mid-production grenade and has sleeve options as well.
  5. Hello everyone--I hope everyone is having a nice Sunday. We have two new weapons to show! The first is the Tellermine 43. For now it will be available in a dark yellow paint scheme with an optional winterized variant. The second piece we wanted to show is the 3kg Sprengbuechse, which will function as the main demolition charge of the German forces. In the render it is shown with a 7.5 second B.Z.E. 39 fuze. That's all for now! Have a great day! EDIT: I've been informed that the "Nachbildung" text is incorrect for the top of the Tellermine--I have corrected this.
  6. Thanks for the kind words, guys. Hello everyone and welcome to another Westwall update. Most of you have probably noticed the larger time gaps between updates--thankfully, this is because Westwall is growing and we are busier than ever! Today we wanted to show off the finished M3A1 Grease gun. When in-game, you will have the choice between a version with the regular magazine and a version with a dual-stacked "jungle mag". If you would like to take a peek at the model, it is viewable on Redpheonix's ArtStation: https://www.artstation.com/artwork/ZdvER As always, we are seeking skilled individuals who can contribute. If you think you have what it takes, check out the sticky post on Westwall's facebook page: https://www.facebook.com/westwallmod Thanks for reading and have a nice day!
  7. Haha, it probably won't appear in the first release. :) I definitely think it would be a fun item to visit along with some other things like the Panzerwurfmine. So, maybe one day. ----- Time for an update! We've got two new previews for you: To start off, we wanted to give a glimpse at the M3A1 high poly that RedPheonix has been diligently working on. He has put a lot of time into it and we believe it has paid off! The second batch of assets we wanted to show was the family of Model. 39 grenades as it exists in Westwall--both concurrent production variants of the Eihandgranate will be available, along with versions fitted with the rare fragmentation sleeve. In order to further increase the grenade's versatility, we have included the Wurfkörper 361 adapter that allows the grenade to be fired from the Sturmpistole. That wraps it up for now! Thanks for reading and stay tuned for more previews.
  8. Hello! I am planning to feature the mainly traditional set of weapons with a smaller number of overlooked and late-war ones (things like the Volkssturm weapons). That being said, I want to keep it pretty reasonable, so no plans for Vampir kit for the StG. :D And to your second question: vanilla-friendly damage setup, community compatibility and general ease-of-use are extremely important to me. Since we're a ways off from having any vehicles ready, I've waiting to make a decision on which community option to pursue for an armor/CE/KE/HEAT damage system. I personally have the most experience with RAM and its implementation into RHS, so most of our internal documentation reflects that, but I am still open to other options. :) ----- Here are two new explosives for US Army units: a 2x bundle of 1/2 lb. TNT blocks and a 2x bundle of M2 Tetrytol blocks. The functional difference between the two charges ingame (aside from the explosive yield) is the deployment method--while both bundles can be placed like a traditional explosive, the relative light weight of the TNT bundle means it can be lobbed a short distance. Despite the range limitation, it could still be bad news for bunkers and vehicles! Thanks everyone! :D
  9. Hello everyone! I know it's Superbowl Sunday for many of those in the US, so I'll keep this short. Here's a look at three new US mines: the M2A3B bounding AP mine, the M1A1 AT mine, and the M6A2 heavy AT mine (for those pesky big cats!) As always, have a nice day!
  10. Thanks guys! It really means a lot. Hello again! I hope everyone is having a nice day. Today I'll be showing off the Hafthohlladung 3kg and 3.5kg anti-tank grenades. While the Hafthohlladungen were made generally obsolete by the introduction of the Faustpatrone and, later, the Panzerfaust, they remained in limited use throughout the rest of the war. Disclaimer: there will be a lot of mines and explosives shown over the next few weeks--I did them first to get them out of the way. :D
  11. gurdy

    RHS Escalation (AFRF and USAF)

    It's no problem at all! I didn't intend to imply any harsh tone, nor did I interpret any from you--just wanted some clarification on what you meant as far the AK goes. :D Afaik, you would need to probably inherit the soldier classes and just make alternate ones with Toadie's AK-74s. Hopefully that helps. :)
  12. gurdy

    RHS Escalation (AFRF and USAF)

    Really interesting statement considering that A.) we don't have AK-74s in our mod and B.) afaik Toadie doesn't have AK-74Ms in his mod... :huh:
  13. gurdy

    RHS Escalation (AFRF and USAF)

    Nope, you'll still be looking at the unfinished RG-33 and FMTVs a little longer. B)
  14. gurdy

    RHS Escalation (AFRF and USAF)

    Hi! At the moment, I am still making a bunch of pouches, as well as baking some already-sculpted ones. In addition, the person doing our infantry weighting is taking a well-deserved hiatus due to an operation, so I am going to say that it is very unlikely at the moment unless someone else helps out. :( The updated IOTVs and the new SPCS is also waiting on new pouches and other accessories. That being said, improving the US infantry (both Army and USMC) is still my top priority... it's just taking a while. However, the existing FROG uniform has been heavily updated and the LWH has been finished in time for the patch.
  15. Hahaha! Did you intend on asking anyone how RHSUSF developed or do you enjoy your false narrative that much? RHS never "scrambled" to make western content to form some monopoly or whatever you are pushing, it grew out of several different mods originally made for ArmA 2 and coalesced around Sabre, Reyhard and I, with some help from Soul_Assassin. That's right, the initial release was made principally by three people! God forbid we use placeholders in a mod that was almost restarted from scratch in order to balance out a Russian faction that has had 5+ years of back development! Things are even being replaced in every patch with higher-quality examples (which, again, is being developed by a rather small team!) I regret having to use this aggressive tone with any person, but I think it's very disrespectful to us when we worked so hard to create something that is hand waved away as a "inferior quality" by someone who has made no attempt to better understand the situation. That being said, I have no intent of discouraging your opinions about our work and I just wanted to bring in more information to the discussion.
  16. gurdy

    RHS Escalation (AFRF and USAF)

    The RG-33 is set up at all. I wouldn't really recommend using it.. :/
  17. gurdy

    RHS Escalation (AFRF and USAF)

    Unfortunately all M113-based TOW vehicles are long retired, so they are out of our current scope and timeframe.
  18. gurdy

    RHS Escalation (AFRF and USAF)

    As of right now, yes. However, we do want to to special operation units in the future, so they have the potential to be readded. We just can't finish them in the timeframe of 0.4. :( (Though it should be mentioned, they'll just be scope=1'd--they'll be "in the mod" but only there in an unofficial supported capacity)
  19. gurdy

    RHS Escalation (AFRF and USAF)

    Hey guys, we have decided to put together a little infographic about the near-term track of the RHS: United States Armed Forces mod. Hopefully it explains some things!
  20. Neat work! :) Definitely grabbing this.
  21. gurdy

    RHS Escalation (AFRF and USAF)

    This is too fun. :P
  22. gurdy

    RHS Escalation (AFRF and USAF)

    Hi everyone! I just wanted to drop by and announce that we are in dire need of a member who has tons of experience with weighting characters and gear within the ArmA engine. We don't have any member specializing in this area at the moment, so we are seeking someone who really loves doing character work that would help us go back and improve the weights of what we already have, as well as weight and inject brand new models into the mod. If you are interested, or know someone who might be, feel free to message either me or Soul_Assassin about how you can help out. Thanks, and I hope the use of bold wasn't super obnoxious. :D
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