olds
Member-
Content Count
184 -
Joined
-
Last visited
-
Medals
Community Reputation
15 GoodAbout olds
-
Rank
Sergeant
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
If I understand the question: "hit" and "caliber" are independent in RAM (& RHS)the first tells you how much damage the weapon does to a component (hull, track, etc.) IF it penetrates armor the second tells you how much armor the weapon penetrates Caliber--and another config value called "airFriction"--are very precisely estimated for each weapon to give very close to real-life weapon trajectories and armor penetration (based on the speed and angle of the impact). For your own weapons you can make these values as accurate as you like (if you need help with estimates, let me know). Reading this might help clarify. Determining "hit" values on the other hand is as much art as it is science. But Bakerman and I understand it as well as anyone does (maybe better than Bohemia :lol: ). I'll add a guide to doing it to the RAM wiki when that's ready. For the time being, read this if you're interested.
-
Yes, we turn them into kinetic penetrators. As a bonus you can also identify them as HEAT warheads and make them respond to anti-HEAT armor if you've bothered to add such to your vehicles (e.g. RHS vehicles with chobham, ERA, etc.). P.S. Before anyone asks again, vanilla vehicles and weapons are hosed and frankly if/until BI releases their full configs to the community, they will stay that way. Personally I don't care b/c I don't play Arma for the fantasy setting anyway (hence RHS, CUP, etc.).
-
Hee hee, sorta back - work schedule has kept me away but thanks entirely to Bakerman stuff still happened! We've put a lot of RAM into RHS vehicles but there's so much content there that it's a bit slow to overhaul. I think the upshot is that if you want to build realistic armor and penetration dynamics into your weapons/vehicles, PM me--or, more effectively, find me on Skype at "Olds RAM". It's not too hard to do and frankly you should be doing it to make your content clean even for purely vanilla action. As I think Bakerman made clear, if you build vehicles or HEAT weapons according to the Arma "conventional wisdom", they will be utterly hosed. I plan on cleaning up the RAM wiki and linking it on the front page so people can get a proper how-to (along with some of the other insights we picked up in the process of researching RAM).
-
It will work to a partial extent. Though not with the kind of detail you can make with modded content (RHS, etc.). No, it's a good question. BI vehicles will work better than they used to because they have been "cleaning up their act" with regard to armored vehicles (at least). Modded content will always have the superior potential however, because it can implement all the features and recommendations--whereas we have no control over what BI does. I'm not too worried about the discrepancy because the BI vehicles are in a future-fictional setting. So what does it mean to quibble about "realism" there? However, if you want to make a sim-accurate historical vehicle (an M1A1 firing an M829A1 sabot, or a T-34/85 firing a BR-365, etc.)--we are giving you have the ability to do so.
-
Apologies for the delay everybody, but we ran into some unforseen problems with the way damage is handled in Arma 3. Surprise surprise! :D Actually a lot of people think this feature is broken--but after a bunch of testing, we figured out how to make damage consistent. The basic guidelines for doing so have been added to the Biki. Anyway, this delayed our damage and hitpoint standardization process and we are still getting things back on track. Once we've reworked the formulas, we will be releasing as promised. Just at the moment both Bakerman and I are also low on free time so the answer to progress is "slowly but surely".
-
In general, I think everyone's trying to avoid causing breakage so players can use multiple mods wherever possible. But Pufu is right, we shouldn't jump the gun as ACE is in early stages. Let's wait and see.
-
RHS Escalation (AFRF and USAF)
olds replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What Fennek said--a huge amount of work with little practical payoff. Watch people playing Steel Beasts Pro--which has much more highly detailed and working interiors--players spend barely any time there: they are in optics view or unbuttoned. (Just my personal opinion here, not an RHS one).- 16550 replies
-
- Weapons
- Accessories
-
(and 1 more)
Tagged with:
-
RHS Escalation (AFRF and USAF)
olds replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I take it he means "e.g." (= for example)- 16550 replies
-
- Weapons
- Accessories
-
(and 1 more)
Tagged with:
-
Not currently--our approaches are quite different. I'm guessing one or two ACE modules will end up incompatible with RAM (& RHS)--so Hydro's suggestion is a good one: simply remove those and use whatever else you'd like from ACE. We'll post specifics once we identify them.
-
RHS Escalation (AFRF and USAF)
olds replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
FYI RHS'ians: http://forums.bistudio.com/showthread.php?171586-Real-Armor-Mod&p=2936112&viewfull=1#post2936112- 16550 replies
-
- Weapons
- Accessories
-
(and 1 more)
Tagged with:
-
The upcoming version of RAM in the not-too-distant future will synchronize damage behavior between RHS & vanilla vehicles for you (armor, anti-tank weapons, and large calibers). So you will be able to mix and match vanilla with RHS if that's your thing. This will undoubtedly take at least 1-2 more passes before it gets properly polished for both RAM and RHS, but it's progressing. :)
-
RHS Escalation (AFRF and USAF)
olds replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nerdwing FTW. No other posts are necessary.- 16550 replies
-
- Weapons
- Accessories
-
(and 1 more)
Tagged with:
-
I don't know about, say RHS or CUP, but it's not possible to do with stock vehicles even if we wanted because we don't have access to the unpacked P3D's.
-
If all goes as planned, Chairborne--and any other mod-maker--will be able to make their vehicles and weapons compatible with the RHS armor & penetration system once we release the new version of RAM. That being said, IMHO modders working on these types of vehicles should seriously consider working with either RHS, or CUP, or both. I don't think it makes sense to have, say, a dozen M1 Abrams mods... but maybe that's just me. Regardless, much respect for the work that has gone into these. I have a soft-spot for the BRDM. :)
-
We hear you guys, believe me. This process will come in fits and starts--you know how hard it is to standardize across mods. RHS will be a big step forward as it has such a large content database, and they are really dedicated to adding stuff. Bakerman is planning the new code carefully so that RHS and RAM will stay compatible. That is to say: if you have a RAM-compatible mod, it will seamlessly work with the slightly stripped down version of RAM RHS uses internally.