kibyde
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Posts posted by kibyde
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thanks for your great work! Have a (cheap) beer on me 🍺
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"zoom in and out as you press them" would be better if it works smoothly. If there are problems with input delay or something like that then "tap to zoom" is probably better.
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You think it is possible to make the zoom bar bigger so it is easier to operate it with fingers?
Or maybe 2 larger "zoom in" (+) and "zoom out" (-) buttons.
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Hey skruis,
Athena is one of my favourite mods. I have recently bought a surface tablet and zooming the map is a bit difficult. Is it possible to add "pinch-to-zoom" to Athena or make the zoom slider bar a bit bigger so it is easier to operate it with fingers?
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Thanks for the CUPdate!
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Can anyone give me a tip how to do GBU-12 bombing runs at low speed with the Wipeout? I lased and locked the target but the bombing reticle is below the HUD at low speeds and I can't see when it is over the target. Ideally I would lob the bomb by flying upwards but I can't see where the bombing reticle is.
Dive attacks are no problem though. I guess there is no CCRP mode?
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EDIT: nevermind, my game glitched out
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Since a lot of RHS aircraft do not have a warning system for heat seeker missiles I drop flares in intervals to prevent a lock-on because that is how I think it works. Although there are timed countermeasure modes what is really missing is a countermeasure mode that keeps dropping flares in 2 - 3 second intervals and can be turned on and off with a button. The countermeasure modes that are in RHS at the moment stop after a certain number of flares dropped. This isn't ideal because in the heat of the action I often forget to start it again.
Ideal would be to press the countermeasure button once to start dropping flares in 2 - 3 second intervals and turn it off by pressing the same button again. Holding the countermeasure button would burst flares as long the button is held.
Anyway, love your mod and thank you for your hard work!
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Hi,
I am looking for new ways to entertain myself with ArmA3 Singleplayer but I find the large amount of Capture the island game modes the game and mods provide confusing. Can someone please explain the differences between the various game modes with a sentence or two? So far I found:
Antistasis - Guerilla capture the island
Proman - ???
Insurgency - ???
TRGM2 - ???
Warlords - CTI with capturing zones?
BECTI - ???
WLA - Amalgation - ???
Arma Commander - ???
Zort - ???
Liberation - ???
Invade & Annex - ???
DUWS - ???
Overthrow - ???
Any other mode worth mentioning?
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for any tornado fan who might have missed it: https://www.rockpapershotgun.com/2019/02/22/the-flare-path-a-tornado-miscellany/
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Thanks for the CUPdate!
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This is one of my favourite Immersion mods for years now. Thanks!
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Drop flares when you enter the hot zone to prevent a lockon. Make use of the different countermeasure modes.
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S1E5: Operation Shai Hulud has been uploaded. Have fun taking a stroll through the desert and blow stuff up!
https://steamcommunity.com/sharedfiles/filedetails/?id=1525695696
Any feedback on how COOP works so far (do trigger work correctly, are missions playable from start to finish etc.) is appreciated.
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I am looking for a way to change the dispersion of the actual weapon. Not the AI skill.
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On 23.9.2018 at 7:54 PM, kibyde said:I know you tweaked the dispersion of the YakBu but it is still quite big. Fighting infantry with the YakB is a pain in the ass because the bullets land all around them although the gun is supposed to be used against infantry. At the moment though it is very ineffective and the gunner wastes tons of ammo to hit something.
For comparison: The Mi-8 turret with the PKT has much better precision and is a lot more efficient in killing infantry than the YakBu.
The other weapons like rocket pods, gun pods, missiles etc. (KMGU-2 is awesome!) play very good but the YakB as the main weapon is a bit of a letdown.I guess no answer means no but is there a way that I could reduce the dispersion myself? Maybe with a certain command in the init field of the object in the 3den editor?
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Is it possible to change the dispersion of a vehicle weapon in the 3den editor? Maybe with some command in the vehicles init field?
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I know you tweaked the dispersion of the YakBu but it is still quite big. Fighting infantry with the YakB is a pain in the ass because the bullets land all around them although the gun is supposed to be used against infantry. At the moment though it is very ineffective and the gunner wastes tons of ammo to hit something.
For comparison: The Mi-8 turret with the PKT has much better precision and is a lot more efficient in killing infantry than the YakBu.
The other weapons like rocket pods, gun pods, missiles etc. (KMGU-2 is awesome!) play very good but the YakB as the main weapon is a bit of a letdown.- 1
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1 hour ago, SzepyCZ said:Hello, i have a question about RHS helicopters which have toggle wheel brakes as option(hinds,havoc,etc..), is wheeled landing working even with standard FM? i tried it a few times, in like 50% cases it worked fine, however in another 50% i tried to land in like 50-100 kmh, then as heli was slowing down at about 20kmh whole thing just "jumps" a little bit(no more then 0.5m) and damages itself badly
More than 25 kmh leads to damage. Same applies to Vanilla choppers though. Quite a while ago BIS changed the behaviour of helicopters rolling on the ground. Before I was able to do rolling take offs and landings with 100 kmh. Not anymore since BIS changed it. This is for AFM
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thanks, RHS
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This campaign is for people who like flying helicopters in ArmA3. Most missions focus on the Mil Mi-24 Hind because of its versatilty. The campaign fully supports the Advanced Flight Model.
The story is about a former military pilot and if the mission is played solo this character should be chosen. The first season of the campaign allows for up to 2 player to play COOP as pilot and gunner, later missions will allow more people in several helicopters.
All missions are still BETA and the COOP is somewhat untested. Any constructive feedback is appreciated.
The campaign includes a ton of references to other games, movies and TV-shows often with some silly humour. Hope you are not easily offended.Thanks
-RHS team
-CUP team
-Grumpy Old Man for his awesome loadout script
-ALIAS for his roadflare script
-Project Opfor team
-all the modders, scripters, mission builders etc. who make this community great since OFP days.
Have fun!
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On 8/17/2018 at 9:34 AM, kibyde said:I have a question regarding the countermeasures. Can you actually prevent a lockon from a heat seeking missile by constantly dropping flares or do flares only work after you have been locked on to shake the missile?
Since my previous question went under unanswered here is a shameless bump.
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Yes, the gyroscope works well but I hardly use that feature. I have a HOTAS for flying. When you convert the mouse to the "joystick" you have to clip an adapter to the bottom of it. That means as long as it has that adapter you can not use it as a mouse. However it might perform well in games where you use a joypad normally but for some reason you want to use this mouse instead.
I use the gyroscope mostly for double assigning buttons andd if I hold it at a 45 degree angle I go into config mode where I can change certain things on the fly (DPI, display, profile, etc. ) without using the software.
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ACE3 - A collaborative merger between AGM, CSE, and ACE
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Is there a way to disable the ACE medical system for Singleplayer? If not what setting would bring it as close as possible to the vanilla system?