Note to everybody who can't switch between top attack and direct mode: If you are not running ACE and/or TFAR mod, you have to press F to switch between the firing modes. T to aquire target and you don't even have to switch to thermal sight´for that.
lucky arty strike mate, happens especially if people call arty strikes in a cap point and everyone is bunched in it, a few times the arty has some ridiculous RNG and will pen the top of the tank
surf2310 afraid to say if it was realistic the commanders override would enable the commander to engage targets the gunner fails to see, and if that failed I would turn out and engage with my personal weapon, which have done IRL, and because that didn’t work I dismounted as it is a game
Here's yet another showcase of issues regarding RHS. In this case the m1a1 crosshair offset, as you can tell i'm very used to this, though its variations are a pain in the ass. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-7meKYe5lafE.html
Diesel and not consistent with the aim off, or better yet tanks shooting 90 degrees from the turrets direction hahah, deek and yettie know this one well
Absolutely spot on and alot of the reasons why I also left the 160th when I did, I couldn't even launch my game at several points in time due to bugs and corrupted files due to mods and the like, can't really expect to retain members if they're having to redownload the game 2-3 times just to fix crashes.
Well they managed to retain me for 4-5 years since I've never once had any problems like you've mentioned. Also if you're having to re-download the game 2-3 times, sounds like you yourself have stuffed up big-time somewhere.
i can confirm what mr memers is saying, ive had to reinstall arma and all the mods a few times due to corrupt files and the likes and can confirm it wasnt me effing around with things i shouldnt be, it seems to be a rather common thing to happen
Pretty much agree on all points Bean. For a while now i've been very keen on switching to a vanilla heavy setup, whereby we use ACE (maybe) but units, weapons, vehicles etc are just vanilla content. At the end of the day its the game play and the mates which make the mission, not the small arms or the tanks. We could have some sick large scaled, combined arms operations using assets developed for the game that are pretty cool in their own right. It would improve performance, limit bugs and probably increase engagement. Hell we could even do away with ACE medical and use vanilla Arma medical with perma death.
Just curious, if RHS was that bad, why would BI hire AND/OR contract out to many of the RHS Developers? Why hire from a pool of people that are known to make a 'broken' mod as many people say. I should also mention that a few of the features found in RHS are coming with the Tanks DLC. Again, if RHS was that 'broken', why would BI add RHS stuff directly into the base game? Ultimately what I'm saying is that blaming one thing for everyone's problems is the wrong way to go about it, considering there are many other things in the game which are as likely to cause issues.
GetBucK as said, 160th chasing updates rinse and repeat but we are always an update behind, and that we have been trying to rectify the FCS issues for the last 2 years chasing RHS updates, proven fact to fix it, not use RHS with 160th mods as said, don’t use mod pack as primary source of framework just to supplement it, in the state of outdated mods and no one actively fixing it to only defending RHS in 160th modpack, it’s comical
We're always an update behind because every time an update comes out, there was always that "Not everyone has the best internet, give them a months notice..." stuff getting thrown around... Which I personally think is wrong, updates should be updated when they're released, not months later due to people having 'bad net'.. the minority dictates the majority unfortunately, needs to change. That is really the only reason nothing gets done and unfortunately that's out of my power to change. As for defending the modpack, I haven't heard one person defend the modpack as a whole, there's a few mods in there that we don't need and/or are obsolete and we're looking at resolving those issues, but again I don't have any direct power so I have to rely on other people doing stuff. The reason people like myself defend RHS is because I know, from a fairly in-depth modding perspective, that RHS isn't the sole reason that everyone has problems, there are lots of other variables and one of them is ACE and the framework settings we use, which I've brought up a few times now to some people. Lastly, if it works for some people but not others, is it really broken? How can something that is supposedly 'broken' work for me? Defeats the purpose of something being broken in the first place. If it was truly broken then it wouldn't work for anyone..
GetBucK agree on the first paragraph but I still believe we should be dependent on a RHS, if we use bits of it I’d be happier as we wouldn’t run into issues as frequently at least, I have had every mech solider say fire control system updates and at one point I said it could be the frame work, nothing got done so the simple solution which is not us RHS and since mech has not been using RHS issues no one has reported FCS issues or even buggy vehicle movements, the one mission we get given a RHS vehicle in that period, we had FCs issues and buggy movement, note, yes RHS may work without other mods, but WE ARE 160th AND ARE UPDATES BEHIND WITH MODIFIED FRAMEWORKS AND OTHER MODS
It has been quite a few months since I last played the game, have they fixed the gap between the drive wheels and idlers at the front of the tank because it still looks like the front slope of the tank is getting caught up on stuff instead of the front of the treads grabbing or at least sliding over said obstacles? I assume most tanks over 40 tonnes would slide right over most small mounds that brush the underside of the chassis when going full speed whereas in Arma III you jerk to a halt. Hell, you should be able to muscle up that mound @ 0:45 from a standstill even though the treads do not actually touch it, at least partway. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-WNmLFTSq-TE.html Screw it, give yourself a pat on the back as you made me curious enough to go back and re-download the game. P.S. Why is it that a Leopard 2 sounds so much beefier in a 240p video than the game itself? XD
So that moment as said at 45 seconds the tank would actually cut through the dirt and cause some to go on top of the front slope of the vehicle, then continue, ill try find a link i have from experience. good eye tho
my video, dont have how it happend but you can see all the shit it dug up from going up a steep ditch something like this video 2 tho ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-dPnS_10f71I.htmlm2s this one is someone else's footage, which arma can simulate sadly :( ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-MxlNkB9C6ic.html
yeah I get that. I was mainly thinking about how much the tank bounses and jumps around. Thinking about all the times I've seen tanks going in rough terrain, I've never seen a tank jump half a meter in the air while going 30km/h XD (a bit of a exaggeration to drive my point). Also a tanker you surely agree that the tanks in Arma are just way too silent. I'd love to see that they fix that aswell in the future.
URKKfdf leopard 2 sounds so much beefy compared to a few months ago, I agree with the bouncing but I just take it with a grain of salt, tank DLC down the track and fingers crossed, in the end if I want the real feel I just got to work
True. All I hope, that one day I'll experience that feeling that I felt back in A2, when dynasound-mod upgraded all the tank and vehicle sounds: a sence of full on realism of a 28 ton beast roaming the battlefield!
in the beginning of the video you could see the first shots from the artillery. you, my friend, ran righ through an artillery barrage set blindly by the T-34-85. he simply lucked out on his artillery strike. this has happened to me a few times as well, and if artillery hits you directly in the top of the tank that's only a few mm of armor to penetrate. the killcam will show the artillery shell.