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I'd like to have both if thats possible.
Great work!
I would need to re-write the entire mod series, so at the moment it will stay as-is. The NATO Tanks DLC units are not spawned in any of the official campaign missions so it should be alright.
B_CTRG_Soldier_LAT2_tna_F got skipped for your overhaul, or perhaps the Tanks DLC botched all your overhauled groups, b/c I've noticed all the LAT and HAT (light AT and heavy AT) units are still vanilla.
Went back and checked. Sure enough, Nato's B_soldier_LAT2_F is still 100% vanilla too.
Otherwise, it's a great overhaul for all the vanilla factions!
I have both Kydoimos' CTRG faction mod as well as a random other one in order to fill gaps in vehicles, equipment, etc to make them feel like a complete faction over a very small group.
Infantry wise, yes, you may see longer or shorter engagement ranges depending on the new equipment, but HOPEFULLY it's just weapon related as nothing I do should affect movement (many of my kits have different weights, due to more or less gear compared to vanilla, but AI are not affected by fatigue in the same way players are so it's not a problem for missions)
I have no control over any scripting RHS may do, of course, so that's going to be a wildcard I think. I'm unsure what you mean by CTRG filler factions, as these are the only CTRG units I have done right now.
You can shoot out of a Humvee window, Hunter cannot. Possible AI issues?
Vehicle handling would possibly be a bit different compared to Vanilla vehicles. AI bugs?
Understanding what optics should be available, & why, as well as the change in projected combat ranges based on the weaponry changes. Possible issues with AI acting odd?
Do Humvee wrecks get utilized for the small AI vehicle maintenance animations, or remain vanila at the cost of a little immersion?
How many scripts need to be re-done to get the replaced vehicles hitting triggers & campaign working in an RHS format as intended?
On a side note, I assume I can delete the other two CTRG faction filler mods & stay with this one? I just enjoy the CTRG feeling like a complete faction with their own gear & vehicles...
I also happen to like their camo... >.<
Whatever can be changed, such as infantry gear, tank swap, Hunters to Humvees, etc then do it. :p
Kind of like what I have done with the new OPFOR FIA Overhaul, where all the default vehicles will show in the campaigns or missions, but with extra armored vehicles for mission makers to use, without breaking the normal campaign.
I know a few RHS members but don't really work with them- most of my work is with VSM, which is why you'll see it alot in my mods- I like it and use it alot and want it to get a bit more coverage in the community- we also have some nice stuff in the works that will co-incide with several major updates or new factions from the SFF/ SFF-R mods.
Sorry I'm going back & forth. I will continue to comment on here from now on.
I know one member of the The East Wind RHS Team (Calling it RHW from now on) is trying to find time. I wonder if it is better to work together?
If Arma 3 has taught us anything, it's that teamwork gets things done.
Plus if you have a RHW member, maybe they can provide what they had so far to ease progress?
Call it The RHS Wind campaign. ;p
Any hope you may be able to use RHS to do a complete overhaul that would affect even the campaign?
Some equipment and weapons, such as the M60E4, are placeholders and will be replaced in a future update.