Jump to content


BI Developer
  • Content count

  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by reyhard

  1. RHS Escalation (AFRF and USAF)

    Upload it somewhere and share it
  2. RHS Escalation (AFRF and USAF)

    So I'm waiting then ;)
  3. RHS Escalation (AFRF and USAF)

    Please make a sample mission with launcher & some target on map. No idea what are you doing wrong. Are you using latest RHS version from Steam?
  4. RHS Escalation (AFRF and USAF)

    Have you tried it yet?
  5. RHS Escalation (AFRF and USAF)

    Target is too close? Target is not in front arc of vehicle (+/- 30 degrees)? Are you playing MP with someone else in vehicle?
  6. RHS Escalation (AFRF and USAF)

    I'm aware that is broken after changes to attachTo behaviour but so far I don't have any idea how to solve it. Probably it will need some replacement but who knows
  7. Hm, I don't see any combat variant with range up to 6km It doesn't seems like pilot hit a target - you can also see some spiral movement of rocket. Anyway, of course there are more & less accurate rockets but I've already answered you what we were basing our missiles and rockets on. Multiple sources states that FFAR are area effect weapons, not precise one, and their average engagement range is usually stated at 2-3km at max. From what I gathered, effective range of 8km is for illumination rounds, not for combat warheads like M151 or M229. You can also compare dispersion if you want with i.e. DCS - I doubt they have increased dispersion of their rocket launcher because of Tanks ;) ps. in current stable build there is no rocket dispersion at all.
  8. RHS Escalation (AFRF and USAF)

    In current stable Arma version there is a bug with pylon selection menu which should be fixed in next Arma update (1.78)
  9. Mass & their speed - in that CRV7 article you have specified why it's so accurate - main dispersion comes from right after the launch, when motor starts - artillery rounds ofc don't have that issue since they are fired at usually ~900m/s. Due to low mass S5 rockets had terrible accuracy and that was a main reason why Russian army no longer use them and switched to S8 & S13 instead. Still, there are plenty videos from Syria or recent military Russian military training where you can see how accurate (or not) are S8 rockets - Don't forget that there are also such rocket systems as Grad which launches rockets with significant dispersion. Anyway, ingame there DAR rockets, which are based - surprise - on DARs & Skyfires which shares ballistic characteristics of S8. You can google how accurate are DARs ;)
  10. RHS Escalation (AFRF and USAF)

    Try eden attributes instead maybe
  11. https://community.bistudio.com/wiki/Vehicle_Customization_(VhC) perhaps you might find it interesting. Vano is using script system for livery randomization so your changes are overwrite You can try to configure your textures as a proper VG entry or try adding something as simple as textureList[] = {};
  12. Tried some Vanillia & RHS and I haven't found any issues with hatches - can you elaborate a little on this one? Are you inheriting from some base vanila vehicle maybe?
  13. Checked stable and problem was there all the time but don't worry, seems like it's just matter of changing "engineShiftY" parameters in config ;)
  14. RHS Escalation (AFRF and USAF)

    They CCD fire and forget style but in real life they would require help from some sort of targeting system like Shkval. As I mentioned before, Su-25 is quite hard to use and it's especially visible with AI, therefore for now I decided to keep those missiles available in loadout selection. Thing would definitely change once Su-25T or Su-25SM3 would be available since those two are quite nasty armor killers. @Devastator_cm - there was a lot of reference material + for russian aircrafts a lot of work was already done when making MiG-29, since both aircrafts share instruments.
  15. Tanks - Fire-control system

    As far as I know AI is limited by ranges indicated in fire modes and they should engage up to 3km with their main cannon. It can be overridden though with direct "Fire" command issued by player commander. I agree 3km's is somehow low number but changing it would need some investigation how it would affect gameplay.
  16. RHS Escalation (AFRF and USAF)

    In currently released version there is no way to do so. In next hotfix there will be following procedure for using Klen PS onboard laser designator & laser designated missiles (Kh29L, Kh29ML, Kh25, Kh25ML): 1. Activate laser with R key [ "Next target (in vehicle") key, binding can be checked by typing in console watch field following code - actionKeysNames "vehLockTargets"] 2. Green light should be engaged, laser designator is engaged. Now you can adjust reticle position with user15-18 keys 3. After acquiring target press Ctrl+T ( "Stabilize Turret" action, actionKeysNames "vehLockTurretView" ) to switch on stabilization. 4. If you are within launch range (in current released version it is 2000m-8000m, I've reduce minimum range to ~800m to accommodate it to Arma scale), orange light on the right should lit up. If you are to close to the target (below 800m) red light will turn on which indicates that you should disengage and do another round. 5. Fire missile & watch it as it's automatically heading to the reticle center 6. After you are done don't forget to switch off laser with R key again. Cooldown time is dependent on duration of laser operation. Lasing below 15s = 15s cooldown, lasing below 30s = 30s cooldown, lasing below 60s = 60s cooldown. Laser can be used for max 60 seconds. Here is a video illustrating how it's working Note that Kh-25 & 29 missiles are not designed as a anti tank weapon but rather as a fortification/ship/structures destroyer. Since it's quite huge change and creating Su-25T or SM3 will take some time I left TV guided missiles available in pylon tab - this might change though!
  17. RHS Escalation (AFRF and USAF)

    We weren't sure about this feature so for now only self lasing is possible. If you have some source stating ability to lock on 3rd party laser targets then please don't be afraid to post it here ;) Here is some update on Su-25 cockpit update - added warning lights & repainted rest of the gauges + calibrated them. I guess with all that functionality it will be nice to have some video tutorial ;)
  18. You can use animPeriod in animation cfg to smooth movement a little bit. There were some packing issues recently so probably that's why this change didn't made to Thursday and Friday update.
  19. Jets - HUD improvements

    After hitpoints, sensors, custom info & dynamic loadouts here is time for some love HUDs. Some of you might already spotted that HUDs already received some upgrades like integrated CCIP inside HUD instead of being part of UI. Other changes involves upgrade to ILS systems and inclusion of airport outline visible in HUD during landing & remaked Helmet Mounted Displays for Mi-48 Kajman, P-30 Orca & Y-32 Xi’an which is kind of beginning of larger plane to improve all remaining HUDs with new features. Goal is to make those displays authentic & enjoyable to use so please don’t hesitate to leave a comment with suggestions or ideas below. For anyone interested in implementing those splendid changes into your own mod, head to the wiki page which should contain all recent additions https://community.bistudio.com/wiki/A3_MFD_config_reference
  20. RHS Escalation (AFRF and USAF)

    do you mine detector e quipped? Interesting, I've used almost same numbers as vanila R77 missile and someone else reported that on our feedback tracker too. Personally I was able to shot down targets even though enemy was using chaffs but perhaps I'm take second look at it. fixed in Anyway, here is something that I'm working on recently - Klen-PS simulation for Su-25 used for guiding Kh-25L & Kh-29L/ML missiles.
  21. since 1.74 viewDriverInExternal is working properly Same as above, since 1.74 you can use TankX + drivingstickLeft/Right or drivingWheel for steering wheel rotation. It wouldn't be 100% correct but visual thing should be at least acceptable. I've seen before those new animation sources that some folks from IFA made workaround with using gmeter instead. Certainly mods are not forgotten and in fact some of us are modders. ;) @x3kj have you tried modifying accelAidForceYOffset? I've played a little bit with it and I got pretty interesting results https://www.youtube.com/watch?v=UY96PmNepBw
  22. Only unarmed one? If yes, then it should be fixed tomorrow
  23. RHS Escalation (AFRF and USAF)

    There is nothing like that on A10A, you need to use CCIP on HUD or have someone on ground with laser marker
  24. RHS Escalation (AFRF and USAF)

    Do you have Mavericks equipped? That little screen is called TVM - TV Maverick - and is showing view from missile seeker itself