Arma 3
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CE - RHSUSAF Edited
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Data Type: Mod
Tags: Tag Review
File Size
Posted
Updated
36.852 MB
28 May, 2024 @ 4:29pm
26 Dec, 2024 @ 5:30am
13 Change Notes ( view )

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CE - RHSUSAF Edited

In 1 collection by C. Eagle
Arma 3 - CalEagle Realistic Edits & Patches Collection
9 items
Description
This mod aims to upgrade or improve various RHS USAF assets

For full information about what this mod adds specifically, please read my github mod specific README:
CE - RHSUSAF Edited[github.com]


This mod is subjected to the licence outlined on my Github
Please ensure you read through this licence BEFORE you subscribe to this mod!
CE_Mods Github - Licence [github.com]
40 Comments
Ca11 Me Karma 11 hours ago 
Odd question, would there be a specific reason why I can use all pylons on a fixed wing but the CE Air Launched Cruise Missile doesn't even show? I can attach the .50 cal pods and the rest, but the cruise missile doesn't show up and doesn't show up when you're in the cockpit.
CRISPRcasanev 11 Dec, 2024 @ 8:11pm 
Will do!
C. Eagle  [author] 11 Dec, 2024 @ 7:57pm 
Create an issue on my github; best way to send links regarding issues
CRISPRcasanev 11 Dec, 2024 @ 7:49pm 
(I dont think I can send links oops), but its essentially only the left side of the vehicle being editable while the right is blank. It's very difficult to work with in our operations since we use a variety of pylons.
CRISPRcasanev 11 Dec, 2024 @ 7:43pm 
I am using the correct mods. I did read the wiki. I'm not sure if we're talking about the same pylon swapping, but this is what I'm seeing {LINK REMOVED}
C. Eagle  [author] 11 Dec, 2024 @ 6:45pm 
> Custom skins you've made

Providing you have inherited via RHS properly, there should be no issue. (The preset variants, may not have access to them; but you can just add your own unit specific config to them should you wish to have texture access).
C. Eagle  [author] 11 Dec, 2024 @ 6:43pm 
The AH-6s are not actually seperate vehicles...

There are variants that inherit from the normal one, with the preset loadouts as the defined loadouts, which remove a bug when plylon swapping in arma (Read my wiki!)

You don't have to use the variants, nor complain about their loadouts; these are just here for common loadouts that I (and others playing with me) have used.
C. Eagle  [author] 11 Dec, 2024 @ 6:40pm 
As for performance, GAU SLAP has 0 game effects now; whatever your issue is, its not to do with me/GAU SLAP.

Can you also check you are not using any of the DEPRECATED mods..
bc this mod doesn't actually add anything that would conflict with Aviation; Aviation is the masterfile to the ammo/weapons used in this mod.
C. Eagle  [author] 11 Dec, 2024 @ 6:37pm 
CRISPRcasanev
Read my wiki, most of your questions/issues are answered there.
CRISPRcasanev 11 Dec, 2024 @ 6:16pm 
In RHS Edit, only one side of the little bird has editable pylons, and you've separated it into different vehicles, all with ATAS (which we never use) which is not ideal. This also restricts our Wenza pylon options and custom skins we've made for the AH-6J.

When you use CE- Aviation alone, you have all the usual pylon edits and custom weapons (7.62 and GAU SLAP) working correctly. Loading CE - RHS borks everything as above. I believe they are conflicting.

Lastly, the GAU SLAP seems to have normal appearing effects again. I did notice my game freeze for ~3-5 seconds with a huge spike in RAM usage when starting firing with the GAU SLAP alone (performance edition with memlock pagefile).