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bakerman

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Everything posted by bakerman

  1. bakerman

    RHS Escalation (AFRF and USAF)

    Feast your eyes on our new turbo fighter. More pics https://i.imgur.com/AAKQjz3.png https://i.imgur.com/WTfouzR.png
  2. bakerman

    RHS Escalation (AFRF and USAF)

    Sneaky update.
  3. bakerman

    RHS Escalation (AFRF and USAF)

    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
  4. bakerman

    RHS Escalation (AFRF and USAF)

    Mirror. Victory day message & T-14 progress update - it's looking good!
  5. bakerman

    RHS Escalation (AFRF and USAF)

    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.
  6. bakerman

    RHS Escalation (AFRF and USAF)

    Found in rhs_main > RHS_Options_Menu > Controls > rhs_checkbox1: profileNamespace setVariable ['rhs_vehicleradioChater', 0]; saveProfileNamespace;
  7. bakerman

    RHS Escalation (AFRF and USAF)

    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
  8. bakerman

    RHS Escalation (AFRF and USAF)

    [volume warning]
  9. bakerman

    RHS Escalation (AFRF and USAF)

    From our Facebook. "Can you spot the new things?"
  10. bakerman

    Tanks DLC Feedback

    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.
  11. bakerman

    RHS Escalation (AFRF and USAF)

    Just to clarify. The AINET system is in the mod, but was temporarily disabled pending the creation of a user interface.
  12. bakerman

    RHS Escalation (AFRF and USAF)

    I don't think we have the required pylons :P, but the kh-38 is on our (huge) to-do list.
  13. bakerman

    MGSR Mod

    The new update is great, keep up the good work. :)
  14. bakerman

    RHS Escalation (AFRF and USAF)

    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;
  15. bakerman

    RHS Escalation (AFRF and USAF)

    @scottb613 See added sections for a list of assets http://www.rhsmods.org/mod/3#changelog
  16. bakerman

    RHS Escalation (AFRF and USAF)

    In plain English the design bureau is responsible for designing a commander's MG that is practically unusable. Edit: Ninja'd by damian
  17. bakerman

    RHS Escalation (AFRF and USAF)

    The difference in damage is negligible and reflects the size difference of the two warheads, which is 84mm (AT4) vs 72.5mm (RPG26).
  18. bakerman

    RHS Escalation (AFRF and USAF)

    #russianbias Jokes aside it is a known bug that we (I) overlooked and it will be fixed in version 0.4.1.1 :)
  19. bakerman

    RHS Escalation (AFRF and USAF)

    There are torrent files available on our site.
  20. bakerman

    RHS Escalation (AFRF and USAF)

    Place each updater in its appropriate mod folder and run it there. For example the "update_rhsafrf.bat" should be located in your "@RHS_AFRF" folder.
  21. bakerman

    RHS Escalation (AFRF and USAF)

    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.
  22. bakerman

    BloodLust (7-9-2017 v2.484)

    Does the object have a mass set on OB? Also why not stick with surface bounce enabled particles? Spawning multiple vehicles on hit will cause performance issues.
  23. bakerman

    Arma 3 Notepad++ Syntax Highlighting

    Time for another update. Changelog - Updated to ARMA3 1.58 - Added 3DEN functions (thanks R3vo) - Added 'CBA_fnc_addKeybind' (thanks R3vo) Download https://www.dropbox.com
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