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bakerman

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Posts posted by bakerman


  1. On 2017-5-8 at 10:44 PM, ActionIdiot said:

    Am I right in thinking the RHS team have worked out the armor values on their own due to there being no official documentation? Cause if so I'd love to know how the hell you worked out Chobham armor's values. By the way just to clarify this isn't a dig like 'oh Chobham is secret, you guys have to have gotten it wrong'. It's just growing up near(ish) Bovington it is understandable that one is obsessed with the challie 2. As far as i know the only tank outside of the Challenger series to have Chobham armor is the Abrams...and the only people who have taken time to do the maths is you guys. So I'm genuinely interested to know how you did it, cause I have to say i'm very impressed. Although, I am aware that this could be a trade secret, so not gonna cry if you say no....well maybe a little...


    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.

     

    5 minutes ago, sammael said:

     

    I know that it's too early ,  But  Will there be an active protection system on T-14  or will you not add it because of the balance of the gameplay?

     

    I mean if the T-90 has one... then maybe

    • Like 3

  2. 1 hour ago, Devastator_cm said:

    Thanks bakerman  but this will set the radio chat off for all vehicles right? Main my goal was to set it off only for the AH-1Z as I did a re-texture and english radio chat does not fit :)

     

    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.

    • Like 2

  3. 5 hours ago, road runner said:

    BTR's and BMP's seemed to be more armoured than MBT's like the T72's and T90's, SABOT from the RHS Tsk II can take out MBT's with 1-2 shots, BTR's and BMP's, 4-5 SABOT rounds, it doesn't feel right.

     

    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

    • Like 3

  4. 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.

    • Like 2

  5. I try to adapt RHS weapons  with  active protection system (AIS ) for personal usage. Can anyone say me what is wrong in the classnames? It work perfect with rhs rpg7,rpg26,m136,Javelin   But doesn`t work with static launchers (TOW ,konkurs,metis ..)

     

    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;

     


  6. I've put together a short list of things to look out for:

     

    AFRF

    - VSS, Makarov PM, PP-2000, AKS-74U, Kornet ATGM

    - Fancy new SACLOS guidance & launcher animations

    - 6B47, ZSh-1-2 and 6B7-1M helmets, 

    - New weapon & vehicle textures

    - Full change log

     

    USAF

    - HK416, M107, MP7, M72A7 LAW
    - M1117, HEMTT A4, A/MH-6 Littlebird, Mk V SOC (Special Operations Craft)

    - New weapon & vehicle textures

    - Full change log

     

    GREF

    - Too many new things!  :o

    - Full change log

     

    PS. The armor system is now compatible with all vehicles, that includes vanilla and external mod content.

    • Like 7

  7. Okay, thanks for that info Wilco! :D 

    Okay so If i do manage to get someone on board who can configure ammo, would you like some visual pointer as to what ammo you are using? so say like, green tape around the mag for Raufoss Mk211 and so on? it may break immersion a little but i think it would be a nice visual touch. 

    what say you?

     

    Feel free to use the M33 and Mk211 ammo configs from you know where. I configured both specifically for the M107.

    • Like 1
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