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goosevich

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Everything posted by goosevich

  1. goosevich

    RHS Escalation (AFRF and USAF)

    You need to rebind the "select countermeasure" macro in the controls option, i had a default macro set to Ctrl+G
  2. goosevich

    RHS Escalation (AFRF and USAF)

    @Doro It looks like you miss the RHS russian module. Download the whole "Escalation" pack, 'cos US vehicles/units are ATM tied to Russian Federation pack.
  3. Dewd, i'm playing on 21,5" monitor with 1920x1080 resolution (sampling=100%), and i have NO problem in using RHS AK-74M's ironsights. In fact i use tem 99% of the time. I really don't get where you people see the problem O_O
  4. goosevich

    RHS Escalation (AFRF and USAF)

    @Lao Fei Mao Could not reproduce both of those bugs either. Check your CBA version, try to update it, also what is your ArmA3 version and what additional mods are you running at the same time?
  5. goosevich

    RHS Escalation (AFRF and USAF)

    @ Damian90 Yeah Steel Beasts ain't perfect but it's the best we've got ATM. But i guess it will never be perfect untill the abrams will nail few T80's and vice versa ;) Those calculations certainly look good and make sense. I think i saw similar calculations out there, but never bothered to count those TE's myself.
  6. goosevich

    RHS Escalation (AFRF and USAF)

    Damian90 & Bospor You are both right and wrong. First of all - it's all good and fun when it's theory. Unfortunatly we can't test it. Also all those discussions miss on one point - who notices the enemy and shoots first + the terrain those tanks would be fighting in (additional steepnes added to the armor etc) Let's just not start a flame war on that subject :) Yup the armor has to be patched for both sides, but still it's quite believable and kinda close to reality IMO (even tho it ain't the new Steel Beasts ;) ).
  7. goosevich

    RHS Escalation (AFRF and USAF)

    @naizarak Remember, that there is max 1620mm of frontal armor against HEAT and 1050mm against KE rounds + Kontakt-5 ERA on T80U :) @ArmedONE Classical question. What additional mods are you using? 'Cos we did not found that kind of issue :)
  8. goosevich

    RHS Escalation (AFRF and USAF)

    @Rhodesy77 There you go, mate. BTW readme is there for a reason :P http://doc.rhsmods.org/index.php/Main_Page
  9. goosevich

    RHS Escalation (AFRF and USAF)

    @Lt_Ryan & other lads First off, read the whole thread, documentation on vehicle usage (those are quite complicated !) & README before reporting ANY "bugs". Also, please make SURE that those errors are not caused by mod conflict or it is not a design decision based on engine limitation or plain BIS fault/engine fault. For example the PhysX implementation in ArmA3 sux. EDIT : I forgot about the most important thing - ALWAYS do your research before you post - if Signing off Goose - one of the many testers :)
  10. Oh wow, i never thought that i will be a youtube star :D Thanks Rey ;) It's a shame that driving-places sections were cut out. Those were the best
  11. goosevich

    Helicopters and bananas

    A very... ...jobSound recording session remindend me of that awefull awefull HL1 mod "Crack-Life" "10/bananas - Would Peel Again" IGN :yay:
  12. goosevich

    East Static Weapons Pack

    Wow that's weird, none of us saw that kind of stuff O_O
  13. goosevich

    East Static Weapons Pack

    And that's perfectly normal, you should read up about the 2A28 cannon :) Here's the proof : https://www.youtube.com/watch?feature=player_detailpage&v=BMKoOpTqQ68#t=490 Watch from 8 minutes 10 seconds mark.
  14. goosevich

    East Static Weapons Pack

    @InstaGoat That's....possible, but i'm "stress" testing those addons on my pisspoor PC, and all sights worked pretty much flawlessly. Screenshot will be neat tho :) I'll check it out, maybe the alignment is off due to screen resolution. Yeah, well...i've found lot's of details regarding engine, gearbox (including it's ratio's) and um.... it's damn hard to properly implement them into physX model, especially since the automatic gearbox/AT script is pretty shit, it's damn hard to force the damn thing to move into gear when it supposed to on real values and i don't think that this kind of "bounce" is possible while still maintaining the actual possibility of driving tanks/BMP's (and the only actual game that had that kind of motion is T-72 Balkans in/on Fire with manual gearbox/automatic clutch) Now powerslides - that's pretty obvious it should be possible, but for now it's more like almost wrecked polish BMP-1's driving in sand ;) https://www.youtube.com/watch?v=eOzTpVCLaxc I hope the more realistic movement is possible without months of adjusting the engine and gearbox values, afaik it gave reyhard a few nightmares :D (+ the AI and it's movement is still pretty shit, imagine how those "morons" will dance around the place ;) ) EDIT no. 5432 : Note to self - engine sounds in Shilka nd BMP's should be changed to nice distinctive V6 one
  15. goosevich

    East Static Weapons Pack

    I can't trace it mate. Could you post a screenshot or some hints to recreate the bug? (im using the released addons to find it, commander's animations are working jolly good) Thanks. Reyhard now knows 'bout it. EDIT : I also found out, that a piece of commanders hatch in T-34-85M is floating in the air, just like commanders death anims.
  16. goosevich

    East Static Weapons Pack

    Not sure if i'm understanding that correctly, but during testing this stuff (also in MP) we never encountered that problem. BUT we all had separate keybinding for targeting enemies( because of Fire Control System, it needs it) try that. Oh, and just in case - there is no "lock" icons while using main armament (ie cannon's), but the "lock" icon is still present while targeting with coax and ATGM's (ATGM's lock on = only for AI usage). *sigh* really ?
  17. goosevich

    East Static Weapons Pack

    Hm, that's strange, it worked perfectly in A2/OA. Nope, as far as i researched that issue it appears that firing NSWT from the inside is possible in T-80's/T-90's only (and maybe some late T-64's).
  18. goosevich

    East Static Weapons Pack

    Weird, unless reyhard fixed it in a test build BMP-2's smoke grenade launchers are working properly. T-72's smoke launchers are working for 100%, but you have to be unbuttoned (Z & X hotkeys for buttoned/unbuttoned). It's caused by disabling DShKM the possibility of being fired from the inside of a tank. Maybe the smoke granades will be moved to gunners use, i dunno we will see. I guess it's about time to write down FAQ :D
  19. goosevich

    East Static Weapons Pack

    Yup, only wheeled vehicles are able to float now. http://forums.bistudio.com/showthread.php?170999-Amphibious-Vehicle-Config-Example/page2 In all vehicles from the pack or just one?
  20. goosevich

    East Static Weapons Pack

    Yeah um...unfortunatly properly floating BMP is not possible in A3, and it sucks i know but maybe BIS will fix physx soon enough.
  21. goosevich

    East Static Weapons Pack

    Hi there! After all those years i finally registered my account here on BIF. I've been scrolling through those forums since OPF days and i seriously don't know why i never registered before :). Anyway, as reyhard is busy tinkering with stuff in his addons, i'll take the liberty of answering some questions :). BagPiperGuy To use FCS You have to be a gunner, then you have to choose the "FCS laser designator" (weapon "slot") and press LMB. You will then see a small red circle ment for ballistic computer. Then you simply change to your cannon/coax and lase the targets (note : different munitions have different ballistic characteristics so you have to lase the target again). Hope that helps :). FA Dalai Lamar Well, as reyhard said in the BMP release post <here's a link that i can't pase due to being freshly registered i'll add it later> Basically only wheeled APC's/IFV's are capable of floating on the water for now, due to physx "feature"/bug. Maybe there will be a workaround, or maybe BIS will fix it. I am as dissapointed as you, mate. Some classic OFP missions won't work as intended :(. Cheers.
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