Jump to content

Damian90

Member
  • Content Count

    1032
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by Damian90

  1. Yes but damage happens also when certain speed is exceeded, somewhere above 200-250 kph.
  2. There might be a problem with F-22A not being able to retract it's landing gear. Can anyone else confirm? Update: It seems the problem was damaged landing gear, but here is next problem, for some reason, F-22A is very fragile when starting up even at paved landing strip, so during starting in to the air it gets damaged very easy or even destroyed. Same happens with F-23A, it seems that both above certain speed takes damage, thus making starting with them difficult sometimes. Other jets from other packs seems to suffer the same, but to a lesser degree, for example they got their engines generating dense black smoke like they would be damaged or something. Perhaps hitpoints are misalligned or something?
  3. @hcpookie If I may suggest something for VME tanks. The gun launched ATGM's should be treated as ammunition for the main gun, and do not have a separate launcher like right now. So to use gun launched ATGM, player/players or AI would need to reload ATGM in to the main gun instead of just simply switching firing mode from a main gun to the "magic" ATGM launcher. Also these ATGM's should not have top attack mode, they are purely line of sight weapons with direct attack mode only. I will do some more tests later when I have time, I might have more suggestions that will help to improve this very interesting mod. Cheers! :)
  4. Damian90

    RHS Escalation (AFRF and USAF)

    Yes, you better wait for update, as far as I am aware, in our internal build, most of these problems were allready solved, but some stuff needs to be completed before release.
  5. @oukej I have a small suggestion about crew displays in ground vehicles. Can size of the fonts like ammo type, ammo count etc. be made smaller, this is because when we for example replace standard loadouts with our own via replacement configs, there are problems with numbers and letters not fitting their boxes. Also if more than 3 main gun ammo types are in the vehicle loadout, display do not show them. For example if I replace standard coax mg loadout in Slammer, to a larger 2000 rounds belts, the last 0 do not fit it's coax mg ammo count box on the display. Same goes with adding MARUK ATGM's, their names do not fit respective box on the display. Don't mind the ammo loadouts, it's just me playing around to see how this works. ;)
  6. Damian90

    RHS Escalation (AFRF and USAF)

    Should be already fixed in our internal version. Be patient, team is working hard on fixing stuff for Tanks DLC compatibility.
  7. Hey, anyone noticed that Scorcher model was reversed to it's previous original version with unrealistically small turret ring, compared to the fixed version prior Tanks DLC? Also I think Kuma had the same fate. Tasks already created in the Arma3 bug tracker.
  8. Combat experience shows that vehicle crews should carry sidearms and also if possible carbines. Besides 5.56mm ammo mags are not heavy, having 4 or 6 makes really no difference and you don't even feel that weight they have. On this video you can see that for example this tank commander, besides his Commander Weapon Station M2HB 12.7mm machine gun, also prepares his M9 sidearms and carbine. Indeed hatches are now much wider and comfortable. I had absolutely no problems to get through Leopard 2A4, Leopard 2A5 and M1A2SEPv2 hatches, both in hull and turret. They are wide enough even if you have body armor and all that stuff on yourself. M1A2SEPv2's hatches were the most comfortable AFV hatches I ever used, it was the easiest AFV to get in and out I ever encountered. A lot changed compared to WWII tanks, even early to mid Cold War tanks are nowhere near to the modern 3rd and 4th generation MBT's.
  9. US tank crews on their body armor have sidearm holster (eventually holster is attacked to the belt or leg holster is used) and some mag pouches for both sidearm and carbine + some other stuff, not much tough. This is how current US Army MSS (Mounted Soldier System) uniform, CVC helmet, body armor, nomex coveralls, nomex balaclava, nomex gloves and other equipment looks like. In this case soldier lacks his personal weapons as it's for demonstration purpose only. And here on the proving grounds, but in full combat gear. On the body armor this tanker have it's MOLLE with pouches and other stuff.
  10. US Army changed it's SOP concernig storing equipment outside, now it is also forbidden in combat zones. However tank crews are mandatory to wore body armor. In Europe also armies that have actual combat experience, in combat conditions, have tank and vehicle crews to have body armor, for example British Army. Polish Army also had body armor for AFV crews in Afghanistan. Heck even German army had AFV crews to wore body armor in combat conditions. IDF for example also have mandatory body armor for tank crews, and recently Russians do the same. I think you guys look too much how armies look like during peace time, and not during war time, and it's very different. During my time in the army, we never wore body armor during training, but during war time every single guy in my company would get body armor. And in Arma3, NATO is represented by the US Army in majority of cases. @oukej A question. Will T-140 and T-140K got it's turret locked when driver and commander hatches are open? Will M2A1 and M2A4 Slammer UP got their drivers hatches openable, and if yes, then turret also should be locked when drivers hatch is open.
  11. This is probably why actual tank crews use same ballistic vests as infantry, with the same MOLLE attachements? ;) Sorry to destroy your imagination but I actually seen what kind of equipment modern US tank crews use, when i had opportunity to be inside US Army M1A2SEPv2. ;)
  12. @oukej Can I suggest something. Can NATO tank crews wore uniforms with full lenght sleeves, as tank crews should wore clothes that fully protect their bodies. Also tank crews should wore standard infantry ballistic vests or plate carriers, because this is a standard operating procedure, as tank crews need protection both inside and outside vehicle. Example of this is US Army MSS - Mounted Soldier System. Could this be done for a next minor patch?
  13. @oukej I found a small bug, it seems that M2A4 Slammer UP do not have a main gun recoil animation.
  14. Damian90

    RHS Escalation (AFRF and USAF)

    The team is working on it, be patient.
  15. Yes, because M1A1SA do not have NV sight in any form. It's image from 2nd generation FLIR. Just as @jukk said, the FCS do not have PLGR connected for FTL (Far Target Location) system.
  16. This is how view from a 2nd generation FLIR thermal sight looks like (M1A1SA above and below Merkava Mk4). Plants, buildings, even differences in terrain can be clearly seen. So thermal sights should be like NVG's in terms of presenting contrast between objects, but showing also their thermal signatures.
  17. It really depends on thermal sights generation. An old 1970's tech like TIS or WBG-X will have poor resolution and range compared to XXI century 2nd or 3rd generation FLIR, heck even 1990's tech like 1st generation FLIR or TOGS-2 are better. Also among 1970's tech are some better solutions like TTS or TOGS-1. It all depends on technology used. The problem in Arma3 is contrast, because thermal sight view simply do not show enough contrast between objects especially if they have lower temperature.
  18. Damian90

    RHS Escalation (AFRF and USAF)

    Dunno, be patient and see yourself in future. ;) I can only say that entire team works hard on the mod, and who knows what future will bring. ;)
  19. Damian90

    RHS Escalation (AFRF and USAF)

    This one is not a joke tough. :P
  20. Damian90

    RHS Escalation (AFRF and USAF)

    We gonna take look at this for sure, should be quick fix.
  21. Tank gun HEAT warheads have less penetration in real world due to hard projectile shell that slightly disrupts jet, also they have smaller calliber that also reduces penetration. RPG and ATGM HEAT warheads do not have such limitations. For example in real world 120mm M830/DM12 HEAT round have penetration of 600-700mm RHA, Metis-M ATGM have around 900-950mm RHA penetration.
  22. @TeTeT One thing, just for consistency, can you change the current designation for Su-35? It should be Su-35S, right now it's something like SU35S which is kinda incorrect. Cheers! ;)
  23. Damian90

    Tanks - Damage improvements

    Gun mantlets are always a weak zone on all, even most modern tanks. However protection levels of gun mantlets will vary depending on design, size etc. But none is capable to protect against most modern APFSDS and HEAT.
  24. Damian90

    Tanks - Fire-control system

    I played with 5000m shots, just to test our M1's in RHS as well as T tanks GLATGMs. ;)
×