[QUOTE=Jagur;48821335]Whats wrong with RHS? Personally I cannot play without it because A3's vanilla setting is very disgusting and unwanted, what did they do for money?[/QUOTE]
* Acceleration values of certain vehicles are ridiculous. Certain tracked vehicles can accelerate from 0 to 90km/h within a second.
* Same vehicles as above also have problems turning. At first I thought it was just the AI being retarded, but I can't even try to control the vehicle when I slightly turn, and essentially turns into this: [url]https://youtu.be/PGNiXGX2nLU?t=60[/url]
* Damage values are broken if you use any mod besides RHS. Let it be Vanilla, ACE, or any other content mod. RHS is sure to not be compatible with it. Maybe some weapon is able to damage RHS Vehicles due to either ridicolus damage or sheer luck.
* RHS Team is working against the Community instead of with them. They do not honor BI and community established standards, and if something is broken due to their mod, they are quick to blame the other mod authors for it and absolve themself from any kind of responsibility.
* Mod is littered with unfinished and sometimes broken content. the rhs_weap_m107 for example, I don't know if thats just for Devs who have "Show Script Errors" enabled, but on every start I get error messages about that gun. If it's unfinished, then why the hell is it even in the release?
* This is less known, but the fucking keybinding handling in RHS is fucking hitler. Instead of using CBA for keybind handling like a sane mod (CBA is the Defacto standard for Mod keybinding handling ever since it started to exist (It was made to solve this problem after all)), they went and created their own keybinding system with YET another fucking menu dedicated to it. Not really a big inconvenience to end-users, but a big shit in the face for the Devs in this community who have worked hard to establish these standards and they just come in here and trample it with their feet.
* Adding Gameplay Features that conflict with ACE (Defacto standard mod for new gameplay elements focusing on realism). Again, this is directly related to the RHS Devs working against the community. Basically RHS adds features like the FCS for exmaple, which directly conflict with the FCS implementations from ACE. Their answer to fix? Basically saying that they are going to do nothing, and that ACE has to implement exceptions for all of RHS's Vehicles that use RHS FCS. First of all, why does ACE, the most well known (and for the most part only) realism mod in the Series have to adhere to RHS's shitfits and implement Exceptions to certain RHS content in order to not break even more than what is already broken? That shit's retarded.
I could go on for a lot longer, but I'm leaving it as it is.
At the beginning, when Arma 3 came out, I did stick to Arma 2 for a long time, mainly because Arma 3's vanilla content was a bit futuristic for me. I started playing Arma 3 when RHS released. It was a bittersweet feeling. Familiar vehicles, but they had flaws all over the place. More and more content mods started to pop up. And I nosticed that none of them really played werll with RHS Vehicles. This has not changed up until today, and I don't see this changing anytime soon.
Right now, I really prefer the Vanilla Arma content. It actually works and handles really good, and I also started to really enjoy Arma's semi-futuristic setting. It's a breath of fresh air I have not felt for a long time. Maybe it was the Campaign that made me really like the setting. and I'm really looking forward to the Community Upgrade Pack and their vehicles for some good working and compatible Vehicles from Cold-War and Modern Era.
I have seen attachto and used it sometimes, but I have never seen anything where you could take any object and snap it to the surface another while the mission is running.
It looks like it is able to work out where the geometry of the objects are and it prevents them from intersecting. I didnt know arma 3 had the functions for things like that, and if it normally doesnt then these guys have made some cool script extensions.
Also some of the stuff in Exile like being able to climb over fences is cool.
[QUOTE=mecaguy03;48824811]I have seen attachto and used it sometimes, but I have never seen anything where you could take any object and snap it to the surface another while the mission is running.
It looks like it is able to work out where the geometry of the objects are and it prevents them from intersecting. I didnt know arma 3 had the functions for things like that, and if it normally doesnt then these guys have made some cool script extensions.[/QUOTE]
Something like this?
[video=youtube;f1RA68bmbfw]https://www.youtube.com/watch?v=f1RA68bmbfw[/video]
Very rudimentary and also old. I'm kinda planning on making an updated version without having to use Zeus for it. (Including it in my Lokgistics mod) and use lineIntersectsSurfaces, which ACE also uses for attaching explosives on vehicles.
[editline]4th October 2015[/editline]
Looks like I'm shilling Kaukmod Again ;)
Is anyone else hoping to snipe page 100?
guys the mod is early access so of course there are going to be some bugs
[QUOTE=Mallow234;48824786]Probably some script involving attachto
Also RHS would be the best mod out there if it had compatiblity with the base game, but it doesn't - and they have explicitly stated that their content will not support the ACE damage model, which is a dealbreaker for me in particular
Also they do release some content buggy and unfinished, like the RG-33 and the FMTV series
And whilst having a completely different driving model sounds like a noble and good idea in practise, there is a problem when your BMP series vehicles are so sensitive that the AI can't drive them in a straight line
This is why we want to replace it - any fparma replacement for RHS would likely start out with ports from arma 2 and other mods, but we'd upgrade it with custom models and new textures over time (we even have Toadie onboard)
[editline]4th October 2015[/editline]
Anyone have any thoughts on that? We could probably make the entire project available on github, that would boost the amount of people we could get working on the thing, and it's been pretty successful with FP uniforms so far[/QUOTE]
wait for cup vehicles
I'll reskin any vehicles you bring over from project 85 or whatever else you need.
[QUOTE=Bucketboy;48824932]guys the mod is early access so of course there are going to be some bugs[/QUOTE]
I went trough their website, and in no way they either say that It's in ~early access~, ~alpha~ or ~beta~
Unless this is well hidden somewhere, and if it is, then it's essentially useless.
Seems less like bugs, more like flawed design principles.
Their models and textures are pretty good when it's not A2 ports.
Their configuration is often flawed. Still no fix for the BMP which is just one line, tuning tankTurnForce.
And their design principles/philosophy is absolutely terrible.
Making it a standalone mod, so standalone that it is not compatible with vanilla is just stupid. Vanilla is just the logical standard since it's what everyone has access to and can test against.
[QUOTE=kaukassus;48824810]
* Same vehicles as above also have problems turning. At first I thought it was just the AI being retarded, but I can't even try to control the vehicle when I slightly turn, and essentially turns into this: [url]https://youtu.be/PGNiXGX2nLU?t=60[/url]
[/QUOTE]
they're kind of trying to recreate the way those vehicles actually turn, by applying brakes, sometimes several different brakes incrementally. It just doesn't work because the AI doesn't know how to use it, the players don't usually have a good way to incrementally turn (because mouse turning still sucks) and mainly because it seems to be hackily implemented and just results in completely erratic turning.
[QUOTE=Falchion;48825071]they're kind of trying to recreate the way those vehicles actually turn, by applying brakes, sometimes several different brakes incrementally. It just doesn't work because the AI doesn't know how to use it, the players don't usually have a good way to incrementally turn (because mouse turning still sucks) and mainly because it seems to be hackily implemented and just results in completely erratic turning.[/QUOTE]
If it's "realistic" but can't be implemented without a very hacky approach, and only works if the player is using something else than KB + Mouse, and also breaks AI, then why include it at all?
Is there so much to gain with the magic turntable BMP's that it's worth breaking literally everything?
Do I have to buy some correct peripherals in order to drive BMP's?
[editline]4th October 2015[/editline]
[QUOTE=mecaguy03;48824811]I have seen attachto and used it sometimes, but I have never seen anything where you could take any object and snap it to the surface another while the mission is running.
It looks like it is able to work out where the geometry of the objects are and it prevents them from intersecting. I didnt know arma 3 had the functions for things like that, and if it normally doesnt then these guys have made some cool script extensions.
Also some of the stuff in Exile like being able to climb over fences is cool.[/QUOTE]
Did some work on my Logi System. You mean like this?
(I used an arrow for pointing, because some objects went very violent, but the pointer seemed to work fine. Dunno why)
[video=youtube;dujjLTE0hiI]https://www.youtube.com/watch?v=dujjLTE0hiI[/video]
so many disagrees. I was just trying to be funny by pulling a it's early access guys joke but no one got the joke except fippe.
[QUOTE=Bucketboy;48825554]so many disagrees. I was just trying to be funny by pulling a it's early access guys joke but no one got the joke except fippe.[/QUOTE]
Sarcasm or a joke is hard to detect if it's written as text. Especially on the internet, which is the exact reason some people put /sarcasm or similiar after their post because people will otherwise believe that you're serious about your post.
People were serious about these kinds of things before so it wouldn't be so unusual to suspect that you'd be serious about that too.
[quote=kaukassus]RHS is a terrible mod and completely sucks in every way[/quote]
[I]Agreex10 Zingx5 Usefulx3[/I]
[quote=aurelian]Let's remove RHS from the modpack until it's fixed so that we don't have to worry about it anymore[/quote]
[I]Disagreex99 Dumbx4[/I]
:hammered:
standard reminder to update your repo
^64
we can't just "pull it out", there's too many dependencies and lack of content without it. we have plans don't worry
[QUOTE=Aurelian;48826449][I]Agreex10 Zingx5 Usefulx3[/I]
[I]Disagreex99 Dumbx4[/I]
:hammered:[/QUOTE]
way to miss the point
I know we should find a replacement for RHS Vehicles whenever we can, but can we still use RHS weapons? They're way better than CUP.
[QUOTE=Destroyox;48826695]I know we should find a replacement for RHS Vehicles whenever we can, but can we still use RHS weapons? They're way better than CUP.[/QUOTE]
Depends on the structure of the pbos
It's unlikely though
[QUOTE=Mallow234;48826719]Depends on the structure of the pbos
It's unlikely though[/QUOTE]
aka literally impossible because kek, RHS.
Tonight on CNN
Platoon leader leaves half way?
More at 11
VICE's expose on the man who utilises 3 long range frequencies to follow.
[editline]4th October 2015[/editline]
The heartbreaking story of one's man quest to complicate a complicated game by any means necessary.
[QUOTE=Thomo_UK;48827334]Tonight on CNN
Platoon leader leaves half way?
More at 11[/QUOTE]
Of which I said I would do before hand
[QUOTE=Dr.Fragg;48827343]VICE's expose on the man who utilises 3 long range frequencies to follow.
[editline]4th October 2015[/editline]
The heartbreaking story of one's man quest to complicate a complicated game by any means necessary.[/QUOTE]
Really trying to stir the pot there aren't you
Why take plat lead if you're going to fucking leave halfway through
Bravo saw at most 6 infantry contacts that whole op.
[QUOTE=Holt!;48827449]Why take plat lead if you're going to fucking leave halfway through[/QUOTE]
Because the mission [B][I][U]if done correctly [/U][/I][/B] shouldn't of took an hour. Judging by Radio Coms you guys were getting ready to get the Governor out which was the final objective.
[QUOTE=IrishBandit;48827452]Bravo saw at most 6 infantry contacts that whole op.[/QUOTE]
We also saw a btr.
Which I shot.
I'm the best.
fun arma today guise, here's my AAR
sorry for yelling at you a bunch ishwoo, my radios were blowing up and i couldn't hear people reporting that you were down
alpha was pro as fuck getting into that comm tower, but we apparently didn't have charges to blow it
we left and then went back in trying to get that tower blown but by then the tank had arrived and fucked us
for alpha, the rest of the op was regroup and wait, we got mad bored doing that so we tried to go help charlie, who was constantly in and out of radio contact
as for the tvt's we played after, Defector is fucked, i'll take it off the server and put it back up when i fix it
death valley 1958 went well though, but i still need to fix the fucked spectator and give blufor that neat new gear mallow and co. made
fun games today tho, i was not disappoint
Charlie cleanup squad REPRESENT
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