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Jona33

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Everything posted by Jona33

  1. The book certainly gives the impression the six T-72s I mentioned were all killed by cannon fire from the A-10s, in addition this is the pilots speaking in an interview so I trust them, could well be the Lion tanks, absolutely no idea how the Lion compares to a regular T-72 (going by wiki not too badly but the information is hardly detailed). In any case the information makes it clear that killing MBTs with the cannon is doable-though its effectiveness on 2035 MBTs could well be questionable, on the basis there is a limit to how much fancier you can make a cannon.
  2. For those who can't be bothered to read the study. :D
  3. Jona33

    [SP](RHS) RHS Showcases

    The AAF could also be an older style Western based faction with Russian influences, so the old carryhandle M16s and the like but still use SVDs and PKMs, or maybe they could use the default M14 from the marksmen DLC. Either way I'd be happy to knock up a script for you that can create that kind of custom faction without needing an extra mod (based on the weapons used by RHS). Either way definitely a good idea, I've pretty much played out the showcases but a new take on the campaign could be interesting.
  4. I'm not sure where you're getting the information on the GAU-8 from but it runs counter to what I've read, granted I haven't tested to see how much damage they can do now. Take this quote from Warthog (Book about the A-10A in the first gulf war by William Smallwood, cracking book by the way). ^^Certainly this is being carried out under extreme conditions, however to suggest that the gun is ineffective against any kind of armour seems a long way off. The ranges for the gun that are quoted on the DCS forums indicate that against an MBT start shooting at 0.7 miles, the impression I've got from various reading is about 150-300 rounds should be enough to blow a tank. However you're most certainly correct in stating that the Maverick is the primary weapon.Also I've no idea what rockets the ingame A-164 is supposed to use, but while the CRV-7s probably can penetrate tanks (if fired from the correct range) the Hydra rockets the A-10 uses are supposed to be pretty weak, mainly the kind of thing you blast an area with to attack infantry. On the other hand this is 2035, it's pretty believable to think that rockets are now deadlier.
  5. Jona33

    RHS Escalation (AFRF and USAF)

    Virtual arsenal and hit export or use the config viewer (go into the editor, find the cog icon on the top menu bar, find cfgWeapons).
  6. I've actually remade (and expanded) Into the Storm (finished most of it, needs playing to sort out various bugs) and I started on First to Fight (and a little bit on Manhattan) for RHS, however the way it's set up makes it quite easy to switch to CUP stuff, if you'd like those feel free to let me know, as it is I've got such little ability to finish projects (easily distracted :D) I've no idea if I'd ever get them done.
  7. Jona33

    RHS Escalation (AFRF and USAF)

    If you're just looking for the classnames don't mess around with the pbos. Just go into the editor, open up the config viewer (top bar, icon that looks like a cog) and then look in cfgVehicles, cfgWeapons and cfgMagazines. The needed classnames all start with rhs, they're usually pretty obvious.
  8. The issue you're running into is MCC "unlocks" all of the structures and buildings that are in game-but not placeable in the normal editor. Then, when you click on the object in the editor the game doesn't know what to do so it defaults to an object in that class (the loudspeaker), basically using the mission.sqm is the only way around it. You get a box with a question mark for the same reason, because BI weren't expecting you to be able to see the tower in the 2D editor they didn't bother making an icon for it, so they just use a default one.
  9. Jona33

    RHS Escalation (AFRF and USAF)

    Interestingly I spotted that the vests with VOG attached (at least most of them) have a full armour bar in the virtual arsenal (in the statistics section), I didn't report it since I didn't get round to testing it without other mods but now that you mention it I'll check it out. EDIT: Yeah just tested it with AFRF only, feedback report here. Probably just a misplaced 0 or something. :D http://feedback.rhsmods.org/view.php?id=625
  10. Jona33

    Soldier protection (dev branch)

    Thanks for the answer, I haven't really been doing a lot of playing recently (mostly mission editor stuff-and swearing at the mission editor :D) so I haven't had a chance to test. Sounds like you've got it sorted though, good work.
  11. Jona33

    Scouting and side missions FAQ

    Alternatively set up a new user profile and just use that to play through survive, if you get bored or stuck just switch back to the normal one and carry on the campaign. Saves messing around with backups.
  12. Jona33

    Soldier protection (dev branch)

    As a temporary measure, wouldn't setting the units suppression value to 1 each time they get hit be decent enough, the flinch would still look odd but at least they wouldn't be able to shoot as well (preventing the turn around-->headshot).
  13. You shouldn't need to, that sound should already be defined in the default cfgSounds so you wouldn't need to define it again in the mission description.ext, use the config viewer to find its classname.
  14. If you're directly copying the code you've quoted there's a typo in the format line, at the end _d ist should be _dist.
  15. Jona33

    RHS Escalation (AFRF and USAF)

    I've got them saved for the M109 and 2S3 (assuming they haven't been changed recently), I'm not on my ARMA computer right now but I'll post them up this evening if no one beats me to it. EDIT: Technically muzzle velocity is dependent on the ammo so I haven't got it save in a static form, (getnumber (configfile >> "CfgMagazines" >> currentmagazine vehicle _tube >> "initSpeed")) <---That will get it to you (_tube is the actual piece, 810 m/s rings a bell for the M109 and 2S3) Depending on the fire mode there's various muzzle speed coefficents as follows Weapon Mode 1 Mode 2 Mode 3 Mode 4 Mode5 "mortar_155mm_AMOS" 0.19 0.3 0.48 0.8 1 "RHS_Weap_2a33" 0.19 0.3 0.48 N/A N/A The grad has bloody millions of fire modes, multipliers are as follows. 0.17 0.194 0.22 0.25 0.28 0.32 0.36 0.40 0.49 0.53 0.59 0.65
  16. Go into the editor and look along the bar at the top, there's various icons there one of which is for the debug console (think it has a picture of a spanner on it). If you hover over them a tooltip should pop up with what they are and their control combo-at a guess it would be Ctrl-D but I'm not entirely sure. To be honest I'm surprised it's possible to activate the debug console at all in BI missions without a mod but looking at your list I don't see why any of them would enable it. At a guess virtual arsenal or getTactical would be responsible but that's only based on what looks most likely.
  17. Check the sitrep, pretty sure they said you could un-binarise it within certain conditions.
  18. Jona33

    RHS Escalation (AFRF and USAF)

    Are you setting it through the RHS controls menu that shows up when you press Esc? (I assume that's what you're supposed to do now). I also sometimes have to hit the button quite a few times to get it to work properly, sometimes it's fine, sometimes it takes a few attempts.
  19. Try dePbo-ing the file and see if it truly is, it'll be in ARMA3\Addons\missions_???_f, I can't remember when faction showcases were released, could be missions_f, won't be missions_beta_f or missions_bootcamp_f (the names may be a bit made up, but it'll be missions_???_f (might be wrong about the f, could be talking out of my arse)).
  20. Jona33

    RHS Escalation (AFRF and USAF)

    Yeah, there's a lot of detail about it (unsurprisingly) on the DCS forum but that's the gist of it. There's not even a definitive type of Ka-50, as various things were added to different models, some stuff never left the Kamov company helicopters, they have been used by the Russians (I think they were even used in combat briefly) but the Ka-52 is the version that's been chosen for actual production. I wouldn't bank on seeing RHS doing a brand new model (since the Ka-50 and -52 are fairly different) for an inferior and almost non-existent helicopter (wins on badass points though, single seat attack choppers for the win. :D).
  21. Jona33

    United States Air Force( 2015)

    I don't know how the system works but if it's a case of syncing (like F5 in editor) via script you can use this: https://community.bistudio.com/wiki/synchronizeObjectsAdd
  22. Jona33

    Random Unit Weapons?

    Search for a mod called "All the Weapons"-I think that does what you're asking, if you want it as a script you could ask if he wouldn't mind letting you edit it.
  23. Alive indexing is done by the ALiVE team, not the map maker. If anything it is more likely to be indexed now they don't have to worry about it being updated and needing them to redo it.
  24. All the commands you've used require an object, _breeze is an object, '_breeze' is a meaningless string to them, remove the quote marks from '_breeze'. You also only need to call the script once, remove the execVM line from your init.sqf. Also this might just be a typo in your post but you've said the script is called "loudout.sqf" but you're calling it as "loadout.sqf". In your startup line add '-ShowScriptErrors' (something like that, can't remember precisely).
  25. If you open the tacpad (0-8-1) there's a button on the right with PP enable/disable.
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