Drive-By CNTO Edition
Now there will be frantic rolling of windows. Not a phrase i expected to say.
Many bug fixes, lots of new stuff, better compatibility with ACE3. Fuck yeah!
@ STANAG mags allowed in M249 - Added for realism sake, tho it won’t be shown in the appearance.
Yay!
We are expecting ACE3 update but we also got RHS update, v0.3.9. This should be very interesting, let’s see what goodies we got and what annoyances were fixed.
USAF (link)
[spoiler=Added]+ Weapon creates (non-virtual) and new supply crate model
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USMC SPC & battlebelt vests variations with pouches
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RG-33 and FMTV pictures
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M32
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Glock 17
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New M113A3 models and versions
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M150 MGO (ARD) scope
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Smoke Grenade Setup for M113A3
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New AH-1 Interior and exterior sounds
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Add faction USMC (LAR)
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Hellfire, Sidewinder and FFAR sounds
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M4, M4A1, M16, M249, M240 new sounds
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M2 mechanic sounds
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M134 Minigun servo sounds
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M136 sounds with tail system
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M1 Abrams Engine Stop sounds
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New UH60 sounds
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New USMC FROG models
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Added more LWH versions
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Grenadier (M32) class
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Added FMJ and JHP ammo - Spartans ballistics
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M443 HEDP model and textures
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M781 Practice Round model, config and textures
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M576 Buckshot Round
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Added ACH (Norotos)
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Added VG pictures for M1A1, M1A2, and M109
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Option to disable/enable FCS target lead (via RHS Options menu)[/spoiler]
[spoiler=Improved]^ Heat refraction for vehicle machine guns
^ M109 turret traverse speed
^ LWH textures
^ M1911 Texture & RVmat update
^ HMMWV cockpit gauges
^ Zeus compatibility for weapon fire camera shake
^ Updated CE penetration & protection script
^ Add extra fuel to UH-60 with ESSS external tanks
^ Weapon volume rebalance of almost all US handheld weapons
^ Audible distance of most weapons increased to fit the current A3 standard
^ Improved LWH Acc textures
^ General script improvements for USAF
^ Rotated M781 so it flies correctly
^ Improved LWH model and added textures
^ Bradley turning
^ Drastically decreased compression on the M2. The punch is back!
^ Improved HMMWV destroyed textures & fixed some missing elements
^ Increased armour around TOW launcher for Bradleys
^ Improved HMMWV textures, res lods and added additional Green options
^ LWH scale tweak
^ Updated mod logo
^ Major FCS tweaks
^ Major PhysX tweaks
^ Reduced minimal lase range for M1 - 200m main cannon & 50m coax
^ Tweaked FG of M1 around loader & commander stations
^ Tweaked movement ranges for loader mg on M1
^ Tweaked aiming point for AI for M1 tanks
^ Major stringtable fixes (Schmeisser)
^ 6Rnd 40mm magazines
^ Moved eye mem point for M1911
^ Upgraded HMMWV series tire armor
^ Gravity geo boxes component selection removed to avoid ingame collision
^ ACOG FP appearance
^ Javelin and M136 audible range
^ M1 Abrams now uses the right sounds in the right place
^ Arma 3 will now use RedHammerStudios as pbo author in rpt
^ Add realistic bullet and mags to the M240 - M993 hidden for retrocompatibility tho in real life its not used in the M240
^ Option button color changes with game settings[/spoiler]
[spoiler=Fixed]@ Minefields mines didnt explode
@ Some rpt errors
@ Helicopter 20 & 30mm shell lifetime
@ FCS target lead
@ Zeus works on dedicated servers
@ ACOG RVMAT
@ Fix wrong texture assignmnet on Eotech
@ M18 hidden selections
@ rhs_mag_M441_HE and rhs_mag_M433_HEDP now use rhsusf_40mm_HE as ammo
@ Fixed strange proxy path for M1A1 Tusk I D
@ Tweaked HMMWV fording depth and fixed snorkel not appearing
@ Fixed forgotten sound attenuation values in M998 classes
@ Weapon default FOV changed to 0.25
@ Fixed M1097 antennae
@ M1 Abrams now consumes fuel
@ Removed holo from M240
@ Fixing old US Army faction references
@ ELCAN Scale
@ M1 Abrams series should now create dust particles on the propper places
@ Fixed US Army Gunner for USMC HMMWV
@ Changed M1 & M2 commander anim to fix visible rifle while turned in
@ Fixed M1 damage selections
@ Tweaked few hitpoint for M1 tanks
@ HMMWV Windows should now have less glare
@ Fixed small hole in turret rear of M1 FG
@ Fixed M1A2 TUSK commander cupola shields
@ Fix in Stinger missile lock system.
@ FFAR sound loop
@ Restored displayNameShort for US grenades as it was impossible to cycle through grenade types
@ Fixed addon dependency problem causing crashes on Linux servers when using M136
@ Adjusted M1 Abrams Sound levels[/spoiler]
AFRF (link)
[spoiler=Added]+ T-80UK
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T-90A
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PTS-M (=SappeR= and пионер)
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ERA effects for T-72B K1 bricks
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AINET smart fuse for T-80UK, T-80UE-1, T-90 and T-90A
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New YakB sounds
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125mm SABOT petals model ejects after shot fired
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125mm ATGM pusher muzzle effect
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New Mi-24 sounds
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New GP-25 sounds
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125mm & 100mm cannon recoil (singleplayer only)
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PSNR-5K Tall Mike radar functionality to BRM-1K
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Option to disable/enable FCS target lead (RHS option screen)
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RGN Impact Grenade
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Adding insurgent uniforms to VA
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Added missing PROPREFIX for rhs_c_cti_indep and rhs_c_identity
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Fully functional Shtora active protection system to all applicable vehicles
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Russian Ammo crates (non-virtual)
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902A/B smoke launcher sounds
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ERA explosion sound effect
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Added BMP-3M & T-90 groups
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Added turret popping effects for T-72 and T-90 tanks
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RHS_fnc_vectorRandomize
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9E154 proximity fuse for 100mm HE-FRAG 3UOF19-1 (airburst)
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Added Insurgent camo to Insurgent BM-21
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Added BMD-1 to Insurgent faction.
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Added BTR-60 to Insurgent faction.
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T-72 Garage icons[/spoiler]
[spoiler=Improved]^ Mountain Flora Texture
^ Added aiAmmoUsageFlags to ammo
^ EMR texture
^ Reduced AZP-23 dispersion
^ BMP-3M and BMD-4M loaded with 3UOF19-1 rounds
^ HEAT simulation
^ T-80U tanks smoke grenade enchancements
^ Increased exhaust smokescreen lifetime and size
^ Tochka-U wheel textures improved.
^ Lowered engine and surface volume for UAZ/sounds.hpp and Ural/sounds.hpp
^ Audible gun range increased to current A3 standards for russian weapons
^ 3D17 smoke effects
^ Arma 3 will now use RedHammerStudios as pbo author in rpt
^ Countermeasure controls & reload time
^ T-80UK dazzlers
^ Adjusted mirror position for all Gaz-66 trucks
^ Updated mod logo
^ Updated Ural instrument gauges
^ Tigr Cockpit gauge animation fixes
^ Added descriptions to 2S3 shells
^ Improved BMP-3 res lods
^ Major tweaks to all FCS scripts
^ Changed elements in proxies to better handle retexturability for BMP-2
^ Reduced T-72 sound volume
^ Reduced minimal lase range for few vehicles
^ PhysX handling improvements across all vehicles
^ Short descriptions for RPG ammo
^ Improved T-90 topspeed and acceleration
^ Smoke generator screen blocks AI visibility
^ Reduced timeToLive for heat penetrators
^ Standarized a little bit HEAT hit values so new & old system go along a little better
^ Tweaked tank positioning in groups
^ Experimental change of unit position in group for bmp1 squads - should be working much better with zeus
^ Converted T-72B obr89 to new damage model
^ Tweaked displayNameShort for AT rockets
^ Improvements to CE armor system
^ Vehicle smoke generator will now turn the engine on if required
^ GAZ-66 Stringtables and configs cleaned up
^ Finalized early T-90 (no FLIR sight and exhaust changed to the old one)
^ Zues compatibility for weapon fire camera shake
^ Updated TR8 model, textures and RVmat[/spoiler]
[spoiler=Fixed]@ Sprut-SD FCS laser timing
@ Zeus works on dedicated servers
@ Coaxial mg exit points fixed on T-72 family tanks
@ Fixed damage selections for T-80U
@ Fixed t-72 reverse speed
@ Grenade names in UI
@ Rocket pod sound looping
@ Rebel T-72 flag now disappears on all clients
@ Mi-8MTV3 cargo places reduced to 13 in line with proxies
@ Transparent PKM cover on Mi-8MTV3
@ Cargo capacity on BTR series reduced to 7
@ Fixed some proxies not hidden after destruction
@ Fixed some alpha sorting issues on T-72B3
@ GP-25 no longer plays hide and seek game during NPZ mounting
@ Major stringtable fixes (Schmeisser)
@ Smoke generator network fix
@ Fixed first person view for drivers in T-90 & T-72B3 obr12
@ Fixed broken Fire Geometry on T-72B obr89
@ Reversed joystick controls on Mi-8
@ Tweaked Mi-8 hitpoints
@ Vehicle crews can now access their countermeasures
@ Fixed 1PN93-2 double illumination
@ Fixed wrong selections in bmp3_early.p3d res lod
@ Fixed typo for malyutka penetrator
@ Wrong skirt texture in one of the lods of T-90 and T-72B3
@ Fixed GAZ-66 R142 ladder visible in res lods
@ Fixed mirrored UV islands for BMP3 left mirror
@ RHS mines removed from minefield module, making it work again
@ Gravity geo boxes selection removed to avoid ingame collision
@ Fixed decals alpha sorting on t80ue & m45
@ Helicopter Pilots should not have random facegear from now on
@ Weapon default FOV changed to 0.25
@ 6Sh92 fixes
@ Fixed T-80UK texture compression error and smoke cap
@ Commented out EMR 6Sh92s
@ Minefields mines didnt explode
@ Covered up some AO errors on T-90 turret
@ BMP-3 servo sound
@ BMP-3 editor icon size
@ Fixed dark spot in PKM from compression making the rounds look struck.
@ 2S25 & BMD-4 servo sounds
@ Fixed wrong bis_fnc reference and missing scope errors for headgear randomization
@ Fixed Texture Glitch on Tigr
@ Exhaust cover supports are no longer visible when exhaust covers are missing on Mi-24[/spoiler]
EDIT:
They haven’t fixed W and D camo mix up on vehicles.
USAF
- Weapon creates (non-virtual) and new supply crate model
- New M113A3 models and versions - @Anders will be very happy. Notice how they’ve added front shield for gunner, wonder why…
- Add faction USMC (LAR)
- M4, M4A1, M16, M249, M240 new sounds
- M2 mechanic sounds
^ Audible distance of most weapons increased to fit the current A3 standard
^ Major PhysX tweaks
^ Major stringtable fixes (Schmeisser)
^ Upgraded HMMWV series tire armor - Doesn’t feel like it
@ Some rpt errors
@ Zeus works on dedicated servers - It didn’t?
@ Weapon default FOV changed to 0.25 - Finally!
@ HMMWV Windows should now have less glare - Finally! Not perfect but much better
@ Fix in Stinger missile lock system. - Haven’t tested it but I hope it makes things lockable now.
AFRF
- Class documentation http://class.rhsmods.org
- Implements engine smoke screen for more vehicles
^ insideSoundCoef added and adjusted to all vehicles to provide better compatibility with ACRE
^ Improved RPG-26 and RShG-2 peephole for easier sighting
Another forest of change log data. Based on a glance, it seems like they’ve made much more effort for AFRF than the USF.
RHS v0.4 http://www.armaholic.com/page.php?id=27150
AFRF
[spoiler=Added]Added PAK-FA (Thanks to Lyotchik-Snayper for his cockpit)
PSO-1M21 Reticle
GSh-30-1
AS Val
9x39mm SP5 & SP6
5.45x39 & 7.62x39 subsonic ammunition
VG-40MD smoke shell
GDM40 & VG40MD gear picture
Icon for RVA
RGO hand grenade
Added ‘vest’ with pistol holster only (for drivers mainly)
New balaclava models
VDV Desert EMR Uniform & Fieldcap
Add VDV Desert troops
Add VDV Recon troops
Tigr-M
GAZ-233014 STS
Added NV to T-90
Added armed UAZs for insurgents
SSh-68 helmet
EMR 6Sh92 back by popular demand
GP25 round visible during reloading
Gorka-R Uniforms (green and yellow)
Added grenades for the PG-25
Added buoyancy parameter to geometry of amphibious vehicles (btrs/bmps,etc) (Note: amphibious vehicles still do not work correctly)
Added gunner & commander FFV to BMD4 & Sprut-SD
Added antiwater to BTRs
Added antiwater to PTS-M
added wip BMP insurgent skin
Added working driver HUD to BMP-3
Added ML and Flora variants of 6B23 Vydra-3M
Added test version of 6B23 w/ Vydra-3M
Added auto target tracking system to Sosna-U - hold for min 1 sec lase key to acquire target. need to be in thermal mode in last optic mode (АСЦ ГОТ should be visible in right upper corner)
Added T-90A groups
Added Headset Spetsnaz Vest
Added shadows to EKP-1
Added new collimator effects to PK-AS, 1P63 & EKP-1
Added turret blow off to T-80
AK-103 GP25 variants
More Russian Decals (Aviation)
AK-104 and AK-105
Russian Navy Squadron Decal
Add toolboxes to Russian tracked vehicles.
New Zeus missions.
D30 howitzer
Podnos mortar
Igla AA Pod
Metis 9K115
R-74M2, R-77 and R-77M missile models.
2DP tactical flashlight
New AKM and PK sounds
Flare launcher modes (Ctrl+C to change to timed mode)
Added compatibility with Lesh’s Tow Mod
Optic tinting
Field manual entries for ground radar and shtora
New Tigrs camo versions added[/spoiler]
[spoiler=Improved]^ UAZ doors can now be shot out.
^ Retreading script control variables
^ Infantry hitpoint system up to 1.54 spec.
^ Infantry limb damage
^ Short AK variants have reduced muzzle velocity
^ Decal definitions moved to configs
^ Added magic antirollbar param to russian vehicles to limit flipping
^ Helmet balaclavas replaced
^ Added drive gun lock for 2S3
^ Added salvo modes for BM-21
^ 3D17 shell trajectory
^ Moved a little bit folded AK
^ Uniform textures dirtied up
^ Moved SVD aimpoint closer
^ T-72B and T-72B3 now each have there own PhysX file
^ Tweaked AA missiles max speed
^ Tweaked T-80 snorkel script
^ Changed armor structural for Mi-8 & Ka-60
^ Imporved 6Sh92 digi texture
^ Improved BMP-3 interior
^ Disabled reloading in tanks with autoloaders
^ Configured GP-25 rounds into reload animations.
^ Improved EMR cap texture
^ Improved Les textures
^ Ka-52 Vikhr missiles can now engage air targets.
^ Fixed Mi-24 cockpit holes
^ Holstered pistols are now visible on crew officer & commander vests
^ RSP-30 are no longer visible in holdsters
^ Replaced RSP-30 with makarov for commander units
^ Commander turrets in tanks & IFV are now properly occupied by commander units
^ Minor tweaks to BMP-3 models (hatches, shadows, etc)
^ Improved eye memory points for all AKs and SVDs
^ Changed T-90A turret rotation speed since it’s using 2E42-4 stabilizer
^ PTS-M floats
^ Improved Su-25 Crow Decal
^ Lowered terrainCoef for UAZ
^ Raised normalSpeedForwardCoef to prevent too slow offroad speeds
^ Improved collimator effect for T-72B NSVT
^ Replaced random Headgear script - should not have scarfs on pilots anymore
^ Cleaned up and optimized weapons further.
^ Changed (and sometimes added) vehicles ui pictures in A3 style
^ Tweaked some scripts to use remoteExec instead bis_fnc_mp
^ Unified lead calculating functions
^ Added zamerny memory point to T-80U series tanks since guided missiles were targeting lower part of hull
^ Increased slightly UAZ & Ural armor to prevent almost insta death from 12.7 rnds
^ Added usePIP param to Tochka-U & BM-21 to prevent head twisting
^ Tweaked lead values for some weapons
^ Retreading script now on all supporting vehicles.
^ Tigr has openable doors/FFV positions.
^ Increased PSNR-5K FOV from 30 to 42
^ Weapon string consistency[/spoiler]
[spoiler=Fixed]@ Fixed typo at BTR cfg
@ Fixed T-90A antenna.
@ Fixed BTR-70 weird seat proxy position
@ Fix to sound muffling
@ Fixed curator scope for patchless uniforms
@ Fixed BMD-2M FCS
@ Added some missing mags to virtual arsenal
@ AK-103 NPZ GP-25 can now load GP rounds.
@ Updated mags and fixes for VDV units.
@ BMP-1/2 PhysX
@ T-72B3/T-90 MaxSpeed
@ PTS-M PhysX
@ T-80/U PhysX
@ Fixed BTR driver visibility
@ Fixed some missing sounds in radio protocol (wip)
@ RGN impact sounds
@ T72B3, T90A, BMP3 late & M have now EMR crews
@ Fixed some visual bugs in Plissa/Agava FCS
@ Fixed missing barrel in gunner lod for T-72 with TPD-K1 sight
@ Fixed T-72 indep flag removal script
@ Fixed T-72 traverse sound (bad sample compression)
@ Fixed minefield module
@ Fixed Mi-24 sound configuration
@ Fixed commander mem point for T-90 commander
@ Fixed BTR-80 recoil
@ Fixed dangerCrew.fsm throwing errors about unknown dangercause (caused by introduction of suppressive fire by BIS in 1.40)
@ Fixed some "Error compiling ‘0.5 * (HitEngine1 + HitEngine2)’ in ‘HitEngine1’" rpt errors
@ Fixed TR8 PIP variant scripts
@ Missing headlight proxies for rhs_btr60.p3d
@ Magnified scope ranging (PSO/1P29/PGO)
@ AK-103 NPZ GP-25 can now load GP rounds.
@ Silencers no longer reduce muzzle velocity[/spoiler]
[spoiler=Removed]Disabled AINET until better solution is found
Removed thermal monitor from early bmp3s visible in cargo view[/spoiler]
USF
[spoiler=Added]M27 IAR rifle
M9 Beretta handgun
F-22 (Scar and nes4day)
CH-53E (Rocket and CUP)
New M136 model (TF47)
SMAW (TF47)
Added new SPC Camelbak model
Added USMC Assaultman role (MOS 0351)
Added new collimator effect to M68CCO & M552 Eotech
Added M1A2SEPv2 TUSK II groups
Added door handling script for C130
Added auto target track for UH1Y
Adding Glock 17 as placeable item in Zeus.
Added wearable ESS goggles
Added more MICH helmets
66mm Smoke Projectile
Added Coyote and Woodland DUKE Antennae textures
M252 mortar
M119 howitzer
Stinger pod
Static TOW
Redish-Orangish tracer for M240
Added hidden selections for M4
Added travel lock to M109
New TOW missile models
New AN-M14 TH3 effects
New OpsCore models
Interim M240 magazines
Flare launcher modes (Ctrl+C to change to timed mode)
Added proper reload animations for M203 & M320
Added compatibility with Lesh’s Tow Mod
M259 smoke launcher for M113[/spoiler]
[spoiler=Improved]^ Added M113 FFV rear hatch positions and added rear ramp anim
^ Added magic antirollbar parameters to US tracked vehicles in order to prevent silly AI flips
^ Added travel lock to M109
^ Infantry hitpoint system up to 1.54 spec.
^ Infantry limb damage
^ Weapon string consistency
^ Changed (and sometimes added) vehicles ui pictures in A3 style
^ Added new turret turn limits for M1 tanks
^ Tweaked mass of 6rnd grenade packs
^ Tweaked initSpeed of M576 buckshot
^ Tweaked/added ui icons for uniforms
^ Shadow for AN/PEQ-15/M952V
^ Tweaked UH1Y hud
^ Small spelling mistakes in cfgHints.hpp
^ Javelin can lock on air targets
^ Added missing Author tags
^ M320 is no longer visible in holster slot
^ Tweaked M1911 holster scale & holster offset point to fit (for now) bis vests
^ Some tweaks to FCS code
^ 82nd and Mountain patches lowered not to float over the uniform.
^ Tweaked M113 driver anim
^ Added custom pip handler for M113
^ Re-enabled bolt action for m2010 - works with bipods now. hold fire button in order to halt rechambering animation
^ M320GL now has fire selector set to F instead of S
^ M113 M2 ammo belt clipping in first person
^ New AN-M14 TH3 effects
^ Tweaked M4 sounds
^ Uploaded Kimi fixed HMD
^ Bradley textures with correct camo colors
^ Tweaked armor structural for transport helis
^ Removed old lenses on all ACOG variants and replaced with shiny new ones
^ Leupold Mk4 Spotting scope uses now H59
^ Added new M113 gunner anims
^ Flipped direction of icon_ch47f_ca.paa
^ Fixed shadowLOD bugs for several M16s/M4A1
^ maxSpeed for M1A2
^ Cleaned up gear and weapon lods for optimization.
^ 40mm smoke rounds now use the correct 40mm slug model when fired
^ Added thermal map to M113[/spoiler]
[spoiler=Fixed]@ Fixed effects on static M2 machine gun & HMMWV M2 muzzle flash
@ Update US Army D & WD groups
@ M109 now has FireGeometry and Hitpoints set up correctly.
@ Fixed M107 popup error
@ M113 M2 reload feed cover animation
@ Fixed minefield module
@ Fixed bradley wheels dustpos
@ Fixed FFAR ballistic
@ Humvee LOD switching issues
@ Fixed desert M6A2 in woodland tank groups
@ Fixed HMMWV destruction from 12.7 rounds
@ Fixed some UH1Y FLIR screen errors
@ Fixed M109 commander FFV position
@ Added usePiP=1; param for UH1Y Observer - should prevent strange head twisting
@ Fixed Bradley door handler
@ Fixed IK curve rpt errors
@ Changed IR lock for TOW launcher since without that, AI refuse to engage enemies
@ Fixed some "Error compiling ‘0.5 * (HitEngine1 + HitEngine2)’ in ‘HitEngine1’" rpt errors
@ Fixed some heat refractions effects for MG’s
@ Fixed missing rvmat for AH1Z
@ Disabled attachments on M32 GL
@ fixed descriptionshort for 7.62x51 M240 100 rounds belt mags
@ Fixes to M1 FCS code
@ Fixed FROG first-person hand position
@ workaround for directionStabilization quirks
@ Fixed ramp selection on M2A
@ UH-60M correct crew classes.
@ Fixed glass textures submarine like view
@ Fixed color issues with ballistic glasses
@ Fixed potential C130 explosion during paradrop
@ Fixed alpha issue for ACOG family
@ Fixed C130 ramp anims not visible from cargo lod
@ Fixed C130 turret inheritance
@ 40mm smoke rounds now use the correct 40mm slug model when fired
@ Fixed unarmed M113 FFV proxy placement in lods
@ Magnified scope ranging (Mildot/ELCAN/H59)
@ Fixed M113 commander slot in editor
@ Fixed M113 driver proxies in pilot lod
@ Fixed M113 glass movement in res lods
@ Hovering dump pouch fixed on some SPC variants.
@ removed duplicate strings to clean RPT[/spoiler]
[spoiler=Removed]Removed HEMTT A2
Hide FR & MARSOC groups until done.
[/spoiler]
They added the M27 IAR? Fuck yeah, now we can finally replace that bulky M249 with the sexy M27 .
Also Howitzers and F-22
Im looking forward to the CH-53E, my favourite Helicopter in real-life
Well, if you read the wiki page on it, there are upsides and downsides. Maybe the upsides outweight the downsides, maybe not (in light of M4A1 already having full auto mode and M27 using 30-round mags). We’ll have to try and see, I guess.
I personally like the vanilla 30/100-round LMG (MX) concept, but I know we don’t use vanilla weapons (we like dark chocolate).
Yeah, I’d like it if we had larger cap mags for it. It just doesn’t make too much sense to me overall…and it never has. Given that the real world reasons for the gun don’t transfer, we’ll probably stick with the SAW for the most part.
In arma 2 ACE added C-mags (i think that was the name). That was a 100rnd magazin 556x45. You could put it on rifles, but you usually never did that. However it did open up alot of LMG capabilities. Would be nice to have it in ace3. Not suggesting that we should change from the saw. But I always like to have more possibilities.
Edit: It was Beta C-Mag the name was.