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Figuring out RHS stuff - Outlawz7 - 10-02-2015

Tank Fire Control System
To start, RHS Wiki is back and although a WIP, some stuff is already explained, mainly the T-80/T-72 Fire Control systems.

http://www.rhsmods.org/w/t80

Your lock target key is found here: Controls>Keyboard>Weapons>Lock Target

Ground Radar Vehicle
Needs a mission designed around it, so far haven't seen it in one.

http://www.rhsmods.org/w/brm1k

Quote:The BRM-1K is equipped with a PSNR-5K (1RL-133-1) "Tall-Mike" ground surveillance radar which is operated by the commander. When deployed the forward facing radar automatically tracks moving objects. It can detect vehicles up to 7000m and personnel up to 2000m away, however it cannot track objects that are either stationary or moving faster than 110km/h. Radar information is displayed on the commander's map. It can be deployed by the commander from the action menu.

Tried it in editor and does what it says on the tin, although the radar needs line of sight, so you can't detect stuff behind hills. Hull down works as the radar is the tallest thing on the vehicle.

Artillery Fire Control Systems

Artillery uses the standard BI artillery computer, but there is basic FCS for direct fire support.

http://www.rhsmods.org/w/2s3m1

Quote:The 2S3M has a rudimentary FCS used for direct fire using a rangefinder.
To calculate a solution press T. This will indicate the range and elevation in the top right corner.
Now you can use Pg Up/Pg Dn keys to increase and decrease your actual gun elevation to match that of the calculated solution. When these angles match you can fire the weapon. Pressing the N key will switch to the night branch of the sight.

"T key" is the Lock target key.

Bearings/compass inside tanks

The most important and the weirdest thing.

[Image: s12PKco.jpg]

I haven't found any guide or explanation, so here's what I've figured out from practice.

The yellow clock thing: long clock handle is the gunner's cannon, short is the commander's HMG. The markings are black magic.

What I'm calling the compass: it's marked with numbers, incremented by 2. Last marking is 58 but with the two added it comes back to 0 or 60. I put forward that these are minutes, because there's 60 of them.  Tongue

There's also symbols which I've cross checked by returning my ingame heading in degrees using debug console:

Above 0 there's a "C" - corresponds with 0° or North
Above 15 (not marked, it's between 14 and 16) there's a "B" - corresponds with 90° or East
Above 30 there's a "IO" - corresponds with 180° or South
Above 45 (not marked, it's between 44 and 46) there's a "3" - corresponds with 270° or West

T-90 Shtora

http://www.rhsmods.org/w/t90



Basically kills missiles, but not every type. Stops working if turret is damaged.

Scud

No Wiki yet.

Comes in three variants, one of them is a nuke.



Has two positions, Driver and gunner, missile launch is controlled by Gunner.

As Gunner, use Open Control Panel option on the action menu to do what it says. An interface pops up.

http://images.akamai.steamusercontent.com/ugc/384287337096745806/4A7A5E52350F04CA838EEA2E3F3C3E36249D6896/

To designate target click Designate target then click the map.
Target needs to be at least 500m away and more importantly, needs to be in the "cone" between -30 and +30 degrees from the front of the vehicle.

Below the map interface, status messages will be displayed providing you feedback.

Missile can only be fired when the vehicle is fully deployed into the Firing position. To do that, click the Firing position button.

Vehicle can only move when it's fully deployed in the Running position. To do that, click the Running position button.

You can also manually control the deployment in the area above the Designate target button.


Re: Figuring out RHS stuff - Outlawz7 - 12-23-2015

So far there's two big changes in 0.4 wrt Russian tanks.

One, the FCS is always on and no longer needs to be turned on separately (no "laser designator" weapon anymore) and two, reloading rounds by unloading the current is no longer possible. Instead using the "Reload xyz" in action menu loads that round as the next.

For example, if you have AP loaded and reload HE, you'll still have AP loaded, but once you fire the AP, it'll load HE as the next round. So basically you have to plan ahead now when selecting ammo.

Exception seems to be T-80 (the "vanilla" one, other variants such as T80A, T80U look ok) where FCS weapon is still present and reloading doesn't work, I guess that one is bugged.


The new artillery pieces (M119, D30, M252 and Podnos) use vanilla Artillery Computer.

M119 and D30 can be folded using action menu, not sure if there's any functionality to that other than looking cool. You can raise/lower elevation on them to fire them manually like the self-propelled artillery. They can also be slingloaded by Chinook and CH-53. There's also an AT variant of D30, useable only in direct mode.