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On 3/2/2023 at 4:06 PM, topden said:

Can we put flowers on the grave of Katya Island or will we ever see it?

You can if you want. you won’t see it in arma3.

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Just did a little test where I pitted eight T-80Us against eight T72B3s, in light of the Russian invasion of Ukraine. The T-72s absolutely crushed the T-80s. One T-72 k-killed with two more mobility kills versus seven T-80 k-killed and one mobility kill.Screenshot%202023-04-07%20192216.png

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Here's the same scenario but I swapped the T-80Us for US M1A2 SEPv2 Abrams tanks. One Abrams suffered a mobility kill, while seven T-72s were catastrophically killed with another immobilized and abandoned by its crew (who were shortly gunned down by machine gun fire).

 Screenshot%202023-04-07%20193910.png

Lastly, I replaced the T-72B3s with T-14s. This was a pretty even match and the crew survivability of the T-14 was really exemplified here. Seven T-14s suffered mobility kills and were abandoned, and only one T-14 was catastrophically destroyed. In comparison, four Abrams were catastrophically killed, and another was a firepower kill with its main gun knocked out.

Screenshot%202023-04-07%20195443.png

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9 hours ago, cry me a river kids said:

Here's the same scenario but I swapped the T-80Us for US M1A2 SEPv2 Abrams tanks. One Abrams suffered a mobility kill, while seven T-72s were catastrophically killed with another immobilized and abandoned by its crew (who were shortly gunned down by machine gun fire).

 Screenshot%202023-04-07%20193910.png

Lastly, I replaced the T-72B3s with T-14s. This was a pretty even match and the crew survivability of the T-14 was really exemplified here. Seven T-14s suffered mobility kills and were abandoned, and only one T-14 was catastrophically destroyed. In comparison, four Abrams were catastrophically killed, and another was a firepower kill with its main gun knocked out.

Screenshot%202023-04-07%20195443.png

In reality the T-14 is a horribly designed tank,following suit from most or Russia's terrible design decisions regarding armor.(or doctrine for that matter)

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We don't really know that, given that none of them had shown up in real combat so far...

 

Yes, a lightly armored turret is a gamble. Given that they may not have the ability to armor it properly against modern APFSDS, it might actually be the right choice. Combined with tube-launched ATGMs and considerable mobility, the T-14 seems to be all about getting the first shot off in a tank fight. Whether the tanks can actually do that as built is another matter, but the design is pretty clever.

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Good day @RHS team!

 

May 10, 2023 marks 2 years, since the RHS has not been updated. This is an alarming date.

 

I, and I'm sure, many A3 users would like to know - will one day be able to get at least one RHS update? Or will there never be any more updates?

Maybe the whole mod team switched to the Reforger engine?  It would be interesting to understand how many people remain in the team, what are your plans?

 

Thanks for your hard work, because this mod will forever remain the best decoration of Arma3...

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9 hours ago, mickeymen said:

Good day @RHS team!

 

May 10, 2023 marks 2 years, since the RHS has not been updated. This is an alarming date.

 

I, and I'm sure, many A3 users would like to know - will one day be able to get at least one RHS update? Or will there never be any more updates?

Maybe the whole mod team switched to the Reforger engine?  It would be interesting to understand how many people remain in the team, what are your plans?

 

Thanks for your hard work, because this mod will forever remain the best decoration of Arma3...

We were hoping to do one more A3 release sooner rather than later, but the fact is that reforger has been keeping us quite excitedly busy for a year now. Still, the general plan is to release one more A3 patch, when time allows.

 

https://discord.com/channels/105462288051380224/1050079312977596426/1104325275690483842 thread on arma discord to follow Enfusion developments.

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Well, I guess it was bound to happen. I'm not big on Reforger, but really looking forward to ArmA4, which I hope RHS will be able to transition to without much trouble.

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4 hours ago, dragon01 said:

Well, I guess it was bound to happen. I'm not big on Reforger, but really looking forward to ArmA4, which I hope RHS will be able to transition to without much trouble.

With them working mods on the Reforger, which is a sort of tech platform, by the time Arma4 comes out, it should be polished out DAY ONE without any problems. SHOULD BE. This applies to every other countless mod that will come.

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5 hours ago, Poentis.K said:

With them working mods on the Reforger, which is a sort of tech platform, by the time Arma4 comes out, it should be polished out DAY ONE without any problems. SHOULD BE. This applies to every other countless mod that will come.

I sure hope so for all those ! And a real Linux support !!

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On 5/7/2023 at 10:29 PM, Poentis.K said:

With them working mods on the Reforger, which is a sort of tech platform, by the time Arma4 comes out, it should be polished out DAY ONE without any problems. SHOULD BE. This applies to every other countless mod that will come.

The bolded part is 100% unlikely to happen. 

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Yeah, especially since ArmA4 is going to have its own quirks. It's not going to simply be Reforger with an SP campaign, or at least I hope so.

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Cessation of updates for Arma 3 seems rather hasty to me, considering how the game has accumulated high quality content over the recent few years and will still be very popular in the nearest future. Let's be honest here, making Arma 4 playable will take at least five more years after the initial release and porting stuff over from Reforger most likely won't be as seamless as we wish, potentially doubling the amount of work necessary for that. I understand the excitement, but let's not forget that Bohemia really likes it when the community does their job for them. Reforger is a clever way of ensuring that. Though I'm just rambling, good work on the Reforger stuff, guys.

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47 minutes ago, ichatr said:

Cessation of updates for Arma 3 seems rather hasty to me, considering how the game has accumulated high quality content over the recent few years and will still be very popular in the nearest future. Let's be honest here, making Arma 4 playable will take at least five more years after the initial release and porting stuff over from Reforger most likely won't be as seamless as we wish, potentially doubling the amount of work necessary for that. I understand the excitement, but let's not forget that Bohemia really likes it when the community does their job for them. Reforger is a clever way of ensuring that. Though I'm just rambling, good work on the Reforger stuff, guys.

If we were a commercial enterprise perhaps you would be right, but since we are hobbyists we are driven primarily by what we feel like and less so by demand. 5 years sounds like a good amount of time to prepare everything so that when you have Arma 4 you will also have a full RHS mod.

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I've always wondered this since I've been playing RHS KOTH. But why does T-72B3 and T-90SM not get the optical sight and just stuck with the digital sight?

just honest curiosity

 

Edit: Seems like T-72B3 is getting it's normal optics in the next update (https://feedback.rhsmods.org/view.php?id=2082)

Does the T-90 also get it?

 

Edit 2: I see the change is present in the dev branch, I answered my own question lol. Keep up the good work guys!

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Playing the dev branch. Seems like russian autoloaders broke and anything with the 100mm (bmp-3/bmd-4) can only fire once and leaves the muzzle flash particle. 

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Hi everyone, I wanna ask:

1 When AIs and players ocupied loader seats for mortars(eg. M252), AAAs(ZU-23), artillerys(D-30), tanks(M1 Abrams), will it speed up ammos' reload speed?

2 Does AI apache pilots effectively use DIRCM to deflect incoming missiles?
3 Is there any downside for 40rnd 556 stanag mags, compared to 30rnd ones?

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Greetings everyone

Got a little question for the @RHS Team:

Will there ever be an update for the RHSSAF?

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I'm in the process of making a mission where the player needs to positively ID a HVT.  I'd like to do this with a UAV, and I can get the vanilla UAVs to work with cursorObject or cursorTarget in a trigger.

 

cursorTarget == HVT

 

However, neither of those work with the RHS RQ-11.  Even when I "lock" onto the unit within the Raven interface, I'm still not seeing a hint show up telling me the trigger has fired.

 

So two questions: 

 

1) Is the trigger firing, but I can't see it due to the Raven screen overlay?

 

2) If 1) is not true, then is there another command I can use to detect the unit?  It seems the RQ-11 overlay interface isn't an actual cursor, unlike vanilla UAVs.

 

 

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I think I may found possible bug.
Thing concerns functions virtualAmmoBoxXXX (where XXX is faction name).

At the very end of the function I see

//adding stuff

["AmmoboxInit",[_ammoBox]] call rhs_fnc_arsenal;

if(_type == 0)then{
	[_ammoBox,_rhs_weapons,true] call BIS_fnc_addVirtualWeaponCargo;
	[_ammoBox,_rhs_items,true] call rhs_fnc_addVirtualItemCargo;
	[_ammoBox,_rhs_backpacks,true] call BIS_fnc_addVirtualBackPackCargo;
};

[_ammoBox,_rhs_magazines,true] call BIS_fnc_addVirtualMagazineCargo;

Problem is rhs_fnc_arsenal initialize object as an arsenal (and adds action "Arsenal"), and BIS_fnc_addVirutalXXX are called like [_ammoBox,_rhs_items,true] which means fourth argument is treated as default (true in this case). As a result second action "Arsenal" is added to the container.
Source:
https://community.bistudio.com/wiki/BIS_fnc_addVirtualWeaponCargo
Probably it should be:

//adding stuff

["AmmoboxInit",[_ammoBox]] call rhs_fnc_arsenal;

if(_type == 0)then{
	[_ammoBox,_rhs_weapons,true, false] call BIS_fnc_addVirtualWeaponCargo;
	[_ammoBox,_rhs_items,true, false] call rhs_fnc_addVirtualItemCargo;
	[_ammoBox,_rhs_backpacks,true, false] call BIS_fnc_addVirtualBackPackCargo;
};

[_ammoBox,_rhs_magazines,true, false] call BIS_fnc_addVirtualMagazineCargo;

 

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Ran into an issue with RHS scope interaction (in general), and M136 launcher (specifically).

 

For starters: the default keybind for scope interaction (Ctrl+RMB, same as vanilla A3 scope switch) never worked for me, nor most of my pals. I suspect there may be some conflict between how fast the script "refreshes", and what's the mouse button response time. Anyway, since default alternative ([NUM] /) is far away on the wrong side of keyboard, we've switched scope interaction keybind to the one we use for CBA optic state switch.

 

It works great on rifle optics (like RHS EOTech with G33 magnifier), but in case of M136 (where it allows to swtich to a large sight aperture) it doesn't work - all that happens is audible "click" from CBA scope switch. Any ideas what to do with that? Sadly "use different keybind" isn't really feasible - with RHS, CBA, ACE and TFAR running, we already could use three keyboards.

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please update the RHS TERRACORE2 mod for Arma Reforger, there are not enough objects to build the map!!

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There's an appropriate topic in the Arma Reforger section of the forums for that post.
 

Edit: Nevermind

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Greetings. I'd like to figure out some things:

1) red stars on the Mi-8 and Mi-24 are integral parts of hull textures or have their own selections? May they be replaced with other insignias via init command?

2) the decals contain the groups "Aviation", "AviationCompanies" and "AviationSquadrons". May they be used with any current aircraft from the mod? If yes, what selections should be used for them?

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