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  1. Earlier
  2. LoDs all done 14 hours and 35 mins of sheer unadulterated hell. #rksl #arma3official #wip
  3. More LCVP...the tedious LoD creation has begun. Any modder will tell you this is a horrible grind. You realise should have done a better job making the model...and think about rebuilding it. Which causes more delays or you just say **** it and crack on #rksl #wip #arma3official
  4. Quick update. sharp-eyed ppl will notice the fixed CCTV camera on the mast. I noticed in later pics this has been swapped for a TV/IR Turret Camera. This is now supported in the Commander's Turret. Nearly done tweaking, more texture work and then lods #rksl #arma3official #wip
  5. LCVP Mk5 Q&A Answers

    It will hold: 30x Cargo slots 2x FFV Cargo turrets (not shown) on the foredeck 1x Driver 1x Cmdr (May get deleted not sure). Bay covers are toggeled via attributes (atm) not sure about that either. The ViV option will use 90% of loadspace. #rksl #arma3official #wip
  6. Royal Marines Wedding arch...? Testing is going well. The AI do the weirdest things. #wip #rksl #arma3official
  7. LCVP Mk5 Progress

    It's been an all nighter again. I got frustrated trying to sort the cargo out on the HAMs so I repainted the LCVP mk5 ? This was going to be part of the LPD pack but I'm now thinking of releasing this as a standalone. Personnel and ViV versions are inWIP LCVP mk5 External 95% done. Details are almost done and now exporting from Substance. Cockpit next. (Is it a cockpit or a bridge?) Just realised i dropped a clanger with the lifting hook pedestal...kudos points if you can work it out.
  8. There has been a lot of interest in the HAM Trucks. More than I actually thought there would be, with lots of questions, suggestions and offers to test etc. So, I thought it would be good to do a bit of an update. People asking about the Wildcat and a few others, I’ll cover those in another post. If you are lucky enough to be part of our Test Group or managed to get your hands on a leaked version (The leaker has been found and disposed of) you may have seen some of this already. HAM? Are you dyslexic? No I am not dyslexic. Some people have said the name change is about Copyright (its Trademarks if i'm being picky) but this isn't entirely true. It is a long story, from a long time ago. But it came about during a research phone call with MAN trucks PR team. Partly to ask for info but to also confirm their policy on the use of MAN trademarks in non commercial ways. I had previously emailed but after a week i decided to chase it up. To cut a long story short I was asking for information on the HX and SX series trucks and the person I was talking to got very snotty with me. Very Rude, I was polite but persistent and the call eventually ended with her calling me 'an ignorant pig' and slamming the phone down. So now we have HAM trucks brought to you by an 'Ignorant Pig'. PS I did speak to the actual PR Manager afterwards and he apologised and sent me a tonne of info and some MAN Goodies but I like the name so much I've stuck with it. By that I mean HAM not Ignorant Pig HAM Status – What’s going on? It’s getting there. Progress is slow and steady. The problem with making a mod is that once the visual model is done everyone thinks that’s it. Its ready to release. Sadly, it’s not that simple and explaining that is something I seem to do a lot of recently. Once the model is done you need to animate it. Even then you’ve still got the other LoDs to do. Each LoD is supposed to be 50% of the faces of the one before it. This takes time to do properly. In the earlier lods you don’t want to go too far as you lose too much detail as that will cause obvious transitions and ‘popping’. Next is the Geometry (Collision detection LoD) and PhysX Geo, View Geo, Fire Geo and Hitpoints… and once all that is done. Testing, scripting, tweaks, reworks based on feedback… and…and…and…you release it. Then everyone finds the bugs you missed. AND if you are lucky, they actually come to you and tell you about it… if you are lucky. So be nice, be patient and see what happens. What different kinds of HAM are we getting? There are four different kinds of chassis types planned and each should come with different flavours: 1) 4x4 HX60 Troop – 14x cargo slots Cargo – General Cargo ‘Prime mover’ – Platform to form the basis of several optional payloads planned for future applications and uses. Arguably the common workhorse, doing many different roles through the British Fleet. There will be a Troop-carrying version that will have Driver + 2 in the cab and 14x Cargo Seats in the rear. The Cargo version will have an open back with panel sides. How this is going to work is still something I’m trying to work out. Time will tell. 2) 6x6 HX58 Cargo – General cargo not a troop carrier Unit Support Tanker – Refueler The HX58 is big brother of the HX60, it uses the same suspension system but its taller, has larger and more wheels, carries more weight than its little brother. This means that its ideal for special purpose roles such as the Unit Support Tanker. 3) 8x8 HX77 EPLS (Reserved #1 for something special) (Reserved #2 for something special) The largest of the HX chassis system the HX77 is the heavy load carrier of the fleet. In the real world there are several cargo versions but since that should be well catered in game with the HX58 I’ve chosen to focus on the EPLS version. This is the Enhanced Palletised Load System, the replacement for the aging but very successful DROPS system. EPLS also allows for standard ISO Containers to be loaded without special equipment which DROPS did not. Obviously giving operators far more flexibility on operations. Obviously, you can see the HX77 model isn't complete at the time i'm writing this. The chassis needs adding, but the reason for this is simple. Optimisation, I'm trying to get as many versions as possible, with the most detail out of the fewest possible textures. As such i'm taking my time to get the chassis right so you don't see too many odd texture matches or seams. Returning to in-game capability, I had hoped that Vehicle-In-Vehicle would be a perfect solution to this, and to some extent it is. Unfortunately it seems you can’t animate the ViV points after Init. Which means although I spent a week making a lovely, fully animated system for it before I tested that. I probably should have proven the concept first (Hindsight is a wonderful thing) It is incredibly disappointing to find that you simply cannot animate it. @Bohemia, any chance you can fix that? I've tried several other non-scripted methods, physX and geo cages, roadways with mixed success. Until I can come up with another solution, I’m just going to leave the VIV option in there. Off the back of the EPLS project there will also be several objects that allows you to setup FARPs and FOBs. Fuel Racks, Repair Workshops, Medical bays etc. As well as various shelters and systems that can be carried either on the DROPS pallets or directly on the backs of the Trucks themselves. Most of these will serve a practical purpose, others may just be props. I'm Not sure yet. BELOW : Dismountable Fuel Rack - You can see these at various places in FOBs around Afghanistan and Iraq. They serve as a semi-permanent but still moveable fuel station (Bit of an oxymoron i know) complete with pumps and hoses needed. Tankers are a limited resource. This is a cheaper way to deploy a fuel reserve into the field and not tie up a tanker. It makes sense to produce a flexible multipurpose truck and drop these 'modules' off where needed than it is to buy a tanker for every base that needs one. FUTURE PLANS I think its obvious that this is a big pack and a lot of time and effort has gone into it. So I hope you understand that not everything may be available immediately. Time constraints are a real issue here as is my ability to get everything scripted perfectly. If my free time and testing goes well everything should come out in the first release. If not then there will be a future updates. In ArmA we have 3 types of Supply Truck: Ammo, Fuel and Repair. The Cargo variants will have the option to load Ammo resupply pallets onto them. The Unit Support Tanker and the EPLS with the Demountable Fuel Rack takes care of the Fuel option. This leaves Repair. Now I've spent a lot time talking with players asking what they want and how they want things to work. Most feel the "Magic repair truck" feels a bit like cheating...but its useful. Other want something more practical. I am going to try and cater for both. The magic option will be part of the first release. The more 'practical' option will likely come a little later. 4) 8x8 SX45 – Future addition SX45 Wrecker/Recovery This probably won’t be immediately available. While is does look very similar its actually a different cab and suspension setup. And the rear structure and crane represent a lot more work. It may take me a little longer to get this in game and working how I want. It will fulfil the role of the repair truck with a few extras if I can get it working… since the EPLS/ViV issue bit me in the arse I don’t want to commit to all the details just yet but I'm hoping to make it a bit special. So that is it for today. I hope you liked it and it answers some questions. Have fun Rock May 2019
  9. Changed Status to Closed
  10. Puma HC1 -GPMG top covers

    Changed Status to Closed
  11. Changed Status to Closed
  12. Changed Status to Fixed
  13. Fixed the issue by reverting to the stock wheels setup. The custom method isnt supported at all via Physx
  14. Foxhound -Bisign Key issues.

    No we are good. The new RKSLStudios2019 key serves its purpose very well. And generating a new key per release only adds to the problems of Key downloading on the current A3 Server software and steam. By doing that all you are really doing is screwing over the end users.
  15. Foxhound -Bisign Key issues.

    FWIW, the 16AA just appends the current date to all the keys we generate to prevent issues like this and to save us from having to worry about version numbers. Private keys aren't supposed to be re-used between versions (in fact, it's a little more secure if you dispose of them as soon as you generate the signatures, as it means that that version can never be altered). It might be wise to adopt a different filename for every mod you make so that server owners can decide which of your modifications they want to allow. How do you currently sign your addons? CBA's build process would take care of much of this for you, as would HEMTT if you're brave enough to try it - https://github.com/synixebrett/HEMTT. I'd be happy to share my own signing scripts but they rely on a pretty esoteric Cygwin setup.
  16. Foxhound -Body is a little too shiny

    I downloaded it from Armaholic, but I just downloaded it from Steam and the SHA256 is the same: olie@OLIE-PC /d/S/s/w/c/1/1/Addons> sha256sum rksla3-foxhound.pbo 5224b522c6d47d94072c997590a21c9949c9dd25d49ae01bd0c530ac3b69ee84 *rksla3-foxhound.pbo
  17. Da12thMonkey has released a new version of the RKSL Attachments Pack. This version includes the EOTECH 552 Holo sight Or get it from the Steam Workshop https://steamcommunity.com/sharedfiles/filedetails/?id=1661066023
  18. Foxhound -Body is a little too shiny

    Which version are you using? the official one from steam?
  19. In many lighting conditions, the Foxhound's body is very reflective. Could it be turned down a little? It sticks out like a sore thumb compared to other vehicles (see attached image). Thanks! View full bug
  20. Body is a little too shiny

    In many lighting conditions, the Foxhound's body is very reflective. Could it be turned down a little? It sticks out like a sore thumb compared to other vehicles (see attached image). Thanks!
  21. This seems to be caused by having one too many PIP thingamajigs for the engine to cope with. ArmA seems to pick one at random to turn off. I disabled the bottom left and right hand mirrors as they seemed to be the least useful, to guarantee that the other PIP areas always showed up: class RenderTargets { delete LHMirror_dn; delete RHMirror_dn; }; This just makes them appear black, however. A nicer fix would make them use the psuedo-mirror texture that, e.g, the passenger gets, but that's currently beyond my expertise View full bug
  22. This seems to be caused by having one too many PIP thingamajigs for the engine to cope with. ArmA seems to pick one at random to turn off. I disabled the bottom left and right hand mirrors as they seemed to be the least useful, to guarantee that the other PIP areas always showed up: class RenderTargets { delete LHMirror_dn; delete RHMirror_dn; }; This just makes them appear black, however. A nicer fix would make them use the psuedo-mirror texture that, e.g, the passenger gets, but that's currently beyond my expertise
  23. I wanted to add the Foxhound to the 16AA's internal modpack and ran into this issue. Setting `idleRPM = 800` fixed the issue. Hope this helps. Edit: In the grand tradition of people messing with stuff they don't understand, this seems to have nerfed the speed at which it climbs hills. I bumped up the engine power to compensate but it probably needs quite serious reconfiguration to get the handling to stay the same.
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