bakerman
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RHS Escalation (AFRF and USAF)
bakerman replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Feast your eyes on our new turbo fighter. More pics https://i.imgur.com/AAKQjz3.png https://i.imgur.com/WTfouzR.png- 16577 replies
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RHS Escalation (AFRF and USAF)
bakerman replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sneaky update.- 16577 replies
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RHS Escalation (AFRF and USAF)
bakerman replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
http://www.rhsmods.org/b/5 This blog post covers our initial research process. Also it's no secret, we'll publish the other parts detailing the full process over time as we get to it. I mean if the T-90 has one... then maybe- 16577 replies
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RHS Escalation (AFRF and USAF)
bakerman replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Mirror. Victory day message & T-14 progress update - it's looking good!- 16577 replies
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RHS Escalation (AFRF and USAF)
bakerman replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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RHS Escalation (AFRF and USAF)
bakerman replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes, using scripts the only option available is to set it for all vehicles, however this isn't how it should be so I will add more granular controls. To disable chatter for a vehicle type using configs you'll have to create a new optics classes like so: // Vehicle Config class RHS_AH1Z_base; class Devastator_AH1Z : RHS_AH1Z_base { // Use custom optics with no radio chatter unitInfoType = "Devastator_RscUnitInfoAir_NoRadio"; unitInfoTypeRTD = "Devastator_RscUnitInfoAirRTDFullDigital_NoRadio"; }; // Optics Config class RscInGameUI { class RHSUSF_RscUnitInfoAir; class Devastator_RscUnitInfoAir_NoRadio : RHSUSF_RscUnitInfoAir { // Removed RHSUSF_fnc_randomRadio to stop radio sounds onLoad="['onLoad',_this,'RscUnitInfo','IGUI'] call (uinamespace getvariable 'BIS_fnc_initDisplay'); _this call rhsusf_fnc_announcer"; }; class RHSUSF_RscUnitInfoAirRTDFullDigital; class Devastator_RscUnitInfoAirRTDFullDigital_NoRadio : RHSUSF_RscUnitInfoAirRTDFullDigital { // Removed RHSUSF_fnc_randomRadio to stop radio sounds onLoad="['onLoad',_this,'RscUnitInfo','IGUI'] call (uinamespace getvariable 'BIS_fnc_initDisplay'); _this call rhsusf_fnc_announcer"; }; }; ^ I just quickly typed this so it's probably missing some dependencies. You can also remove 'rhsusf_fnc_announcer' if you don't want English warnings.- 16577 replies
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RHS Escalation (AFRF and USAF)
bakerman replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Found in rhs_main > RHS_Options_Menu > Controls > rhs_checkbox1: profileNamespace setVariable ['rhs_vehicleradioChater', 0]; saveProfileNamespace;- 16577 replies
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RHS Escalation (AFRF and USAF)
bakerman replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
APFSDS rounds have far too much penetrative power for lightly armored targets. The penetrator, which is shaped like a needle, won't do much damage unless it hits something critical or interacts with enough armor / material to cause sufficient spalling (WIP feature). With that in mind consider that your average troop carrier has a lot of empty space, where as a MBT is much more compact and filled with high explosives, so chances are that if you hit a tank anywhere you are going to hit something inside of it. TLDR use HEAT for light armor- 16577 replies
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RHS Escalation (AFRF and USAF)
bakerman replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
[volume warning]- 16577 replies
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RHS Escalation (AFRF and USAF)
bakerman replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
From our Facebook. "Can you spot the new things?"- 16577 replies
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So I'm just giving some feedback and additional info on some of the commonly requested features in this thread. 1. RAM (Real Armor Mod) features request. This may be surprising to some, but a lot of what was originally provided / fixed with RAM has since been incorporated into the game, with the notable exception of HEAT simulation. 2. APS feature request. Active protection requires some hefty tracking scripts or code in order to function. The engine is barely coping as is, so it may not be feasible with the performance cost in mind. 3. Better damage modeling. The engine in its current iteration supports very advanced damage modeling. If modeled it's possible to have fully accurate RHA representation, depletable ammo storage and ERA / Reactive Armor (as seen in RHS). All it takes is a bit of time, but the cost is relatively minimal.
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RHS Escalation (AFRF and USAF)
bakerman replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just to clarify. The AINET system is in the mod, but was temporarily disabled pending the creation of a user interface.- 16577 replies
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RHS Escalation (AFRF and USAF)
bakerman replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I don't think we have the required pylons :P, but the kh-38 is on our (huge) to-do list.- 16577 replies
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The new update is great, keep up the good work. :)
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RHS Escalation (AFRF and USAF)
bakerman replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The classes you're looking for are: "Rhs_weap_TOW_Launcher_static", "rhs_weap_9K115_2_launcher", "rhs_weap_9K133_launcher" In the future you can add the following snippet in Baked_AIS_fnc.sqf line 15 to quickly get the current weapon's class name. hint _weapon; copyToClipboard _weapon;- 16577 replies
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