kibyde
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Posts posted by kibyde
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Hi folks!
I'm looking for a SP CTI scenario where I can HC command blufor troops to take opfor checkpoints etc. and also fly helicopter to transport troops, slingload vehicles, provide CAS etc. Would be good to have a money/points system that allows to recruit new troops and vehicles.Ideally with RHS support.
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I love this mod! Finally I understand where enemies are when my vehicle crews point them out. Works great for planes, helicopter and tanks.
Is there a setting that displays the type of enemy? (like tank, infantry, tec.)
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Is it possible to slingload Lenin? ^^
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3 hours ago, da12thMonkey said:Honestly I think you'll likely end up hating it and wish we did an Mi-35M instead 😄
Have you tried using the MCLOS missiles on the "early" Mi-24D we have in the mod? It's a nightmarish before you even consider that Hind-A would have those paired with an even less effective gun turret
speaking of the turret gun. The RHS YakB has a HUGE spread and it's hard to hit anything with it. The turret gun of the Mi-8MTV-3 is far more accurate.
Would be nice to have a Hind with one or two door guns like the Mi8-8MTV-3 🤩
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you can assign a key in the options menu to show the C2 map planner
EDIT: I just noticed your screenshots. Maybe the C2 is not working anymore with the latest ArmA version? I know it has not been updated for a while.
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52 minutes ago, reyhard said:I think you misunderstood me - there is no such MFD in those Mi-24s which I've mentioned so such functionality is not an option. We are trying to avoid as much as possible using UI elements (with only exception being vehicles without interior) and only add features which are present on given vehicles. This way you can appreciate how technology had changed and made crew life easier.
Fair enough. I wish there would be a way to improve the communication with the AI so it does not feel like your gunner is deaf and dumb.
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3 hours ago, reyhard said:As for MFD, there is no such thing in Mi-24D/V/P
I don't mean MFD in the cockpit model but the HUD MFD like the slingload assist. Similar to the slingload assist such a camera view can provide a feedback to the player that the AI gunner is verbally not able to do.
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On 7/13/2021 at 8:30 PM, reyhard said:Yes, it would be possible to incorporate it as some sort of toggle. I guess it could be automatically switched to this mode when pilot activates mastersafe for instance - otherwise it would conflict with CCIP since same reticle is used for marking rockets impact point.
While the CCIP for rockets is not really useful for rockets given their spread it is useful for dropping bombs.
Would it be possible to add a MFD camera highly zoomed in to visualise what the AI gunner is currently aiming at? Maybe with an angle indicator displaying how much left/right from the craft's heading. I could imagine this would be very handy for all sorts of vehicles with AI gunners.
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Only about 200 Mi-24A were built and that was in the late 1960s/early 1970s, so it is unlikely there is still an army that uses them.
There is mod for it already but it uses CUP instead of RHS.
https://steamcommunity.com/sharedfiles/filedetails/?id=1440194894
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Seriously. Whoever os trying to sell ArmA clips as real world footage at least set the graphic settings to "Ultra".
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3 minutes ago, soul_assassin said:is it where the gunner is pointing or where the laser/some other guidance system is pointing?
It is the gunner's optic sight to aim the missiles. Not sure if it would also work for the turret gun since the DCS model is a Mi24P which has no turret. But it would be good if it would work in game because there is no feedback from an AI gunner what he is targeting.
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1 minute ago, soul_assassin said:could you make some sort of vid/gif of this?
You can see it in this video at about the 4 minutes 10 seconds
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I noticed on the latest DCS Hind module that the pilot is able to see where the gunner is aiming through the pilots colimator sight. There is a "+" visible indicating the gunners aim. Is something like that possible in RHS?
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don't let this opportunity pass to ask for a T-62 tank 😄
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An amazing CUPdate! Thanks Y'all! 🤩
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lol What does @hammer purge!!! and @hammer purge 2 mean?
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isn't the damage calculation between RHS and vanilla M2 different anyway? I remember assets should not be mixed.
15 hours ago, reyhard said:Technically, model of weapon didn't change at all so there is nothing to change. Beside that, you cannot take any Arma 3 models just like that. Only thing that considered to be added is scope, since this can be easily introduced by using proxy.
It's also working quite nice with inertia.
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On 4/16/2020 at 8:41 PM, simkas said:Reducing the damage by half is a pretty significant change, if you want them to be slightly more resilient you should probably be lowering the damage just by a quarter or fifth.
I tried it with a fifth of the normal damage and there is a weird behaviour: Sometimes when a component like the tail rotor is damaged and turns either red or yellow in the status display it "heals" after a while and turns from red to yellow and from yellow to green.
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ETS could greatly improve singleplayer if AI team mates could tag the enemy too. Because the AI is naturally not good at communicating and pointing out enemy locations ETS could make up for that.
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6 hours ago, reyhard said:Depends pretty much on how you are using it
I try to make some vehicles more resilient by reducing the damage they take with this command in their init field: unitname addeventhandler ["handledamage",{ (_this select 2) /2}];
However it makes those units almost invincible.
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Does the "handledamage" event handler messes up the damage to vehicles like the "reduced damage" option in the game options?
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@TPW Is it somehow possible to use TPW_HUD to show where the gunner of a vehicle (i.e. gunship) is aiming at? ACE for ArmA2 had something similar and it was really helpful for "communicating" with the gunner AI in a singleplayer game.
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Hi skruis,
since you re-write your mod can you prevent it from turning off the display after some time. At the moment I change power saving settings every time I use Athena to prevent that.
Athena is one of my favourite mods for flying helicopters since opening the ingame map and loosing complete situational awareness is often fatal especially at high speed and close to the ground. With Athena I can determine my position on the map with one glance on my Surface tablet.
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15 hours ago, Heero Yuy said:I've been trying to make this work for years and I can't, it always ends up the same, it doesn't work, I see tutorials and everyone shows an option that for me doesn't appear, I'm starting to think that the old way of detonating was easier.
I have all the detonators in the backpack, m57 and etc., and only the cellphone appears.You place the explosives with the ACE "self action" (CTRL + windows key) menu as you did. To arm it you use the ACE "action" menu (windows key only). If you have several detonators in your inventory you can choose which one to use.
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Athena - An ARMA 2nd Screen Application
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Athena is still my must have mod for flying planes and helicopters because opening the map on the main screen easily leads to crashing my aircraft. Just a bit of QoL improvements like easily zooming and panning the map using touchscreen is all I could ask for.