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# Red Hammer Studios

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-de48aad657ad5b5c25f1bd2665dad751019b5b49%2Frhs_logo_lead.png?alt=media" alt=""><figcaption></figcaption></figure>

**Red Hammer Studios** is a group of dedicated modders, responsible for bringing top content to OFP and the Arma series of games since 2003. RHS is an award-winning, independent, non-profit, community based content creation group that strives to deliver the most authentic representation of the subjects within our focus.

{% embed url="<https://www.youtube.com/watch?v=6N7-trOFPFk>" %}

We focus on very high standards of artistic and factual accuracy and push ourselves to no only to create beautiful art but also to represent the functional side of military systems.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-64c32776dddc2af2e528fb84de704d0c0fb691c8%2F1874880_20240427013035_1.png?alt=media" alt=""><figcaption></figcaption></figure>

Welcome to this new website, where will will try to share most uptodate information about our developments.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-9656ae74f10b7bd0bf91b255ec5e14de8aabc713%2F20241022003742_1.webp?alt=media" alt=""><figcaption></figcaption></figure>

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-294d40315f01fd9f2c5a9e3560b0b1a3171befdc%2F1874880_20240516232527_1.webp?alt=media" alt=""><figcaption></figcaption></figure>

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-1ba4df3fe44ac7abbbab1d094f299a04fc022464%2F1874880_20240329024623_1.png?alt=media" alt=""><figcaption></figcaption></figure>


# Blog

Some news from the team

## REDFOR Vehicle Update - 25/07/2026

RHS is extremely excited to announce some of the development work StoKer has been up to recently! What started as a project to integrate new 3D assets has evolved far beyond the initial scope; StoKer is now aiming to add a range of new assets and frameworks that can be used across a number of vehicles in a modular fashion.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2FMLMhNEYNt4WQ8iGahMf2%2Fimage.png?alt=media&amp;token=67d6ce04-35b3-482a-b5bc-3972684a1208" alt=""><figcaption></figcaption></figure>

The Kurganbets-25 is in development, bringing protected mobility and firepower as the most modern, if somewhat still in development Infantry Fighting Vehicle.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2FFhWUF657pxyZShd6380M%2Fimage.png?alt=media&amp;token=18f7ff31-a08a-45a9-b57f-63030875d378" alt=""><figcaption></figcaption></figure>

StOker is also hard at work on Russia's most modern variant of their in-service MBT, the T-90M.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2FYrIbsaAgivaGxzMPx1pk%2Fimage.png?alt=media&amp;token=0c3344cf-1398-47d5-96c4-67b6157b3392" alt=""><figcaption></figcaption></figure>

StoKer has also worked on a variety of modular frameworks which can be applied to other armored vehicles, including:

* Active Protection Systems which will allow both soft kill and hard kill mechanisms,
* Engine Smoke System (ESS), allowing vehicles equipped with the system to rapidly produce a dynamic amount of smoke to conceal a force,
* Fire Suppression: Manual or automatically extinguish fires to prevent ammunition detonations and extend the survivability of a vehicle,
* Guided Missiles: Adding a framework for much more realistic missiles including TV Guidance, Electronic/Optronic-InfraRed, and Laser tracking.,
* A hunter killer system, allowing a vehicle commander to independently acquire targets from the gunner and hand off the contact for engagement,
* RADAR, adding additional situational awareness beyond optical systems,\
  Thermal imaging allowing modern thermal optics which will enhance realism and target acquisition,
* Last but not least, a ballistic computer or fire control system, enabling lead indication which could be incorporated into future air defence platforms


# Join the Team!

**WE NEED YOUR HELP!**

Now the recruitment bit 🙂 To make this happen we certainly need more new talent! Please consider dropping us a line if you would like to try out for the team in the following capacities if your profile matches:

**Asset creators**: you are detail driven, accuracy matters to you, you are strong in HP/LP baking workflows for current generation PBR engines, you are familiar with Substance Painter.

-> Hard surface: Weapons, vehicles, objects, architecture, attachments etc.

-> Uniforms, gear -> Marvelous Designer knowledge is a big plus.

**Texture artists**: you are detail driven, accuracy matters to you, perhaps you do not model yourself but are able to turn HP/LP models of others into stunning artwork in Substance Painter.

**Animators**: you are familiar with skinning and animations in any tool that is able to export to Enfusion (max, blender, maya etc.). This involves both hard surface (weapons/vehicles) animation as well as characters.

**Producers**: help our team inject the assets into the game, configure the models, produce copy, zero the sights etc. This helps us enormously! Especially if you are a bit familiar already with Enfusion Workbench.

**Documentalist**: do you enjoy technical documentation? Help us keep the mod translated and documented on this site.

If you feel up to the job please contact [@soul\_assassin](https://forums.bohemia.net/profile/750951-soul_assassin/) or [@PuFu](https://forums.bohemia.net/profile/737649-pufu/) on BI forums or BI Discord, but please only serious applicants need apply.


# Frequently Asked Questions

Here is what we get asked...a lot!

#### 1. Will you make XXX?

No idea. First of all make sure you carefully check the public [Roadmap](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/roadmap). If it is there, then we have made a commitment to at least try to make it at some point. If it is not there, for now it is out of scope and there is **no point asking**. We have a huge list of things we want to make, but absolutely no idea if we will get a chance to make them all.

#### 2. When will there be XXX?

Impossible to tell. It takes an incredible amount of time to produce a single asset, and with the volunteer nature of modding, we cannot reliably announce when it will be ready or whether it would be ready at all at some point.

#### 3. When will the next update be released?

When it is ready. We do not disclose release dates, mainly because we do not know them ourselves.

#### 4. Is it for free?

Yes. When you install the addons you have to agree to the [End User License Agreement](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/eula).

#### 5. Will there be tank interiors?

Vehicle interiors take a massive amount of effort to make, with often little to no functional return. We avoid making them when not needed functionally, like in tanks. Vehicles where you cannot get away with not having an interior, such as ones that have cargo positions, will receive fully detailed ones.

#### 6. Are you going to fix incompatibilities with the mod XXX?

Our mod provides mainly new content, and a few features that only affect our content. So there's nothing in our end that creates incompatibilities with other mods.

So unfortunately there's nothing we can do in our end, it's up to other mod teams to add/extend their features to our content.

#### 7. I found a bug! What should I do?

Please read the [Feedback](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/feedback) page.

#### 8. I wanna make a request. You interested?

We get requests almost daily. Please believe us when we tell you that almost certainly we have already considered the thing you are requesting and the reason you have not seen it yet is that either no one wants to do it or we just didn't get there yet.

#### 9. I am a mod maker and I would like to collaborate. You interested?

If you would like to join the team please consider looking at [Recruitment](/rhs-status-quo-user-documentation/recruitment) page. If you are a mod maker and wish to discuss team collaborations please find <mark style="color:red;">**soul\_assassin**</mark> on Discord.

**10. Will RHS: Status Quo be split into several packs?**

As it stands now, the mod will be maintained in one single Workshop package. There are several reasons for this:

* It is far simpler to maintain and orchestrate releases of one product than several. After many year doing it, we keep going back to the old principle: KISS (Keep It Simple Stupid).
* To some degree this is also applicable to the end user: one pack, one time.
* We can leverage on testability reusability to the maximum.
* We are trying to build a cohesive mod that works well together.
* It actually pushes us to try to optimize.

**11. Do you actively support the XBOX version of Arma Reforger?**

No. Unfortunately, at this time, we do not have the capability to actively debug problems with the XBOX version of the game. If you experience problems, please try to reproduce it with the PC version of the game. We can't afford an XBOX.

**12. Can I support RHS in some way?**

Yes! Please be aware though that the donations are purely voluntary and come with no rewards and go towards supporting our IT infrastructure. Please read more on <https://www.patreon.com/redhammerstudios>


# Team

Throughout its 20 year of existence many have passed through the gates of RHS. Red Hammer Studios was established in 2003. Since then a lot of things have happened and this page shows and tells something about the people that made it happen and the events that they have been through.

## Core Development Team

The following is a list of present active core team members.

In order of appearance...

**Soul\_Assassin**

**MistyRonin**

**gurdy**

**sabre**

**Ballistic09**

**PuFu**

**petr005**

**reyhard**

**RedPhoenix**

**RichardsD**

**Damian**

**Wilco**

**Ghostovich**

**witchnamedkiki**

**LAxemann**

**sykoCrazy**

**Kllrt**

**Warden\_1**

**Dmitry36**

**Mihail**

**bek**

**il\_padrino**

**Blackmetal**

**Fuxna**

**wld427**

**da12thMonkey**

**Voyager441**

**gfelton**

**p1nga**

**bludclot**

**Tactical\_toxic**

**yalanday**

**Yksnawel**

**Siege-A**

**Dirks**

**Ardy**

**PUDDY300**

**nodrog1061**

**RiverX**

**SatisfactioN**

**SpaceStrider**

**Ashyl**

**Punky**

**odkupciel375**

**Jonmo**

**vnidentified**

**Avery**

**Kanf**

**TheSCRUB**

**Blackburn**

**Bebra4**

**Sesk**

**Xiaoxiao**

**Bell**

**TPM**

**Cyborgmatt**

**Keller**

**AkiraSeki**

**suspensy**

**StoKer**

## Historic

The following is a list of historic RHS members that have at one time or another we have had the pleasure of working with.

Janus

vasmkd

Sarge

USSRsniper

Stagler

jenkins

toadie2k

Panikaha

3DArtist

First

Goose

Keeway

Olds

volt

Bakerman

ulteq

JTS

First1

Bibou

Cunico

kju

Zenger

Lazarus

TimB

Hatchet

Snap

Kenji

Zeealex

AKM

WinteR5

zguba

Macko

christian2526

meat

Adumb

gerardmery

NouberNou

Stratmatex

KoffeinFlummi

Jared

RobertHammer

Abs

Snorri

aleksadragutin

BlackPixxel

EvroMalarkey

Shaft

J0zh94

Lappihuan

HarryD

.Ghost

Tankbuster

mikeedge95

Colditz

CHUI

Trinx

Roanoke

Motta

YuE

jastreb

eldr0n

Festival

Calden Wick

Keplager

exall

kimi\_uy

Kickapoo

Meatball0311

WA Lancer

DeltaHawk

Saultye

TeTeT

lodu

clintonkoenig

Alex j.

AlexF1

badger

conKORD

DesertEagle

Dragon\_KAA

EGOIST

FugaS

Gedis

gms

hamis

ist

jarek

King Nothing

Kis4m3

Manfred

Nik2009

NSX

ShadowNX

Pantiflex

Paquito

uralaz

Scout

Vergy

Ram

And many many more. Sadly, too much time has passed to remember everyone who has contributed to this project.

## Contributors And Testers

Many more have graciously given their assets, work and time to help us along the way.

Bobman

Cpt.Davo

Da12thMonkey

DaSquade

Feint

Lincks

Motherdear

Nemi

nes4day

RobertHammer

SAM61

Sarvs

Scars

Sekra

SPYFF

Stratmatex

Tankbuster

TomJay

GieNkoV

TEHGAM

\[MCT]Stelz

\[MCT]Suffer Cat

\[SO]vosur

Artem Shepas

creedway

Noart

miklide

Tolstopuz

Tourorist

Valdaris

Ardvarkdb

Kiory

\[\~HA\~]Nyama

\[\~HA\~]foxtrot

\[\~HA\~]Bandit

\[\~HA\~]DeNis

\[HA]DEN

\[HA]AlexAK

\[\~HA\~]Sapa

«RM»

Guns.ru

Отряд Беркут

RKSL Rock

Pilgrim

MCPXXL

RavenDK

Deadfast

T\_D

\[APS]Gnat

Dan

Sickboy

WINSE

\[HA]Тонич

Seysen

PSZ

Cleggy

3CB

-Sapper-

пионер

AlexVestin

Petr Tlach

beaar

alekksandar

CUP Team

Adacas

LjubishaSRB

Baraka

Kimi

Zelik

Ronnus

## Music

Credits for the music that we have used in our trailers.

КИНО

7Б

Пелагея

hate club

Avery Alexander


# RHS: Status Quo

RHS: Status Quo is a modification for Arma Reforger. It adds the forces of the United States, the Russian Federation and the ION private military company, with their weapons, equipment, vehicles and new game systems.

## Start here

| Page                                                                                                                      | Description                                 |
| ------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------- |
| [Installation](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/installation)                              | Install the mod from the Reforger Workshop. |
| [Server Setup](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/server-setup)                              | Run the mod on a dedicated server.          |
| [Default Key Bindings](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/default-key-binds) | All RHS keys and what they do.              |
| [Feedback](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/feedback)                                      | Report a bug or send feedback.              |
| [Changelog](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/changelog)                                    | The changes in each version.                |

## Game systems

| System                                                                                                                                           | Description                                           |
| ------------------------------------------------------------------------------------------------------------------------------------------------ | ----------------------------------------------------- |
| [RHS Radial Menu](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/radial-menu)                                   | Control the equipment on your weapon and your person. |
| [RHS Extended Inventory System](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/rhs-extended-inventory-system)   | Attach and swap items on the clothing that you wear.  |
| [Navigation and Positioning](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/navigation-and-positioning)         | GPS receivers (DAGR, Orion) and GPS watches.          |
| [Hearing Protection](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/hearing-protection)                         | Active headsets, tinnitus and muffled hearing.        |
| [Strobe Devices](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/strobe-devices)                                 | Wear, throw and place IR strobes.                     |
| [Weapon Light and Laser Devices](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/weapon-light-and-laser-devices) | Separate keys for weapon lights and lasers.           |
| [RHS IR, NV and "Thermals"](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/rhs-ir-and-nv)                       | Night vision and infrared devices.                    |
| [Close Air Support](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/close-air-support)                           | Call air strikes in Game Master.                      |
| [Spectrum Device](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/spectrum-device)                               | Find radio sources.                                   |

See [General Systems](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems) for all systems.

## Factions

| Faction                                                                          | Description                                                                                                       |
| -------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------- |
| [BLUFOR](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor) | United States forces: US Army, USMC (MEF), Force Recon and MARSOC.                                                |
| [REDFOR](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/redfor) | Russian Armed Forces: motor rifle troops (MSV), special operations forces (SSO) and National Guard units (VV/RG). |
| [INDFOR](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/indfor) | ION, a private military company.                                                                                  |

Mod makers can find guides in [For Developers](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/for-developers).

<details>

<summary>About the project (2023 announcement)</summary>

Welcome to the user documentation of the RHS: Status Quo modification for Arma Reforger.

With almost 20 years (May 2023 birthday) of Flashpoint and Arma development behind our back it is time to explore the newest additions to the game family: Reforger and in the grand scheme of things the Enfusion engine. For the last few months we have been exploring its capabilities and are quite blown away, especially when compared to the RV engine and definitely see a bright future for the platform and for its fans. For us, the new opportunities in improving the quality of our content are readily apparent and thus it is time to reveal our next project:

**RHS: Status Quo**

Bear with us, it is a (probably) working title 🙂 but for now it will do. What you CAN do meanwhile already is grab the first work in progress versions of the mod on the Reforger Workshop! Just look for the title and download.

So what is it going to be about? Well after quite some internal discussions and based on some polls we settled to remain in the contemporary sphere of things: 2000 - present with the main core around 2017 with US and RF taking center stage. We do intend to put some focus on a story this time around, but for that we need your help (see recruitment below). Also stay tuned for information﻿ on a brand new terrain in development! As of now we have developed a small priority list for what we call **Phase 1** which should bring the mod to 1.0 status hopefully sometime in 2023. But keep in mind that with this new engine our focus is on quality and not quantity, so it will take years, if ever, when we could reach the same amount of assets as we had for Arma 3. What we do not intend to do is bring over assets that do not meet the high standards of the PBR Enfusion workflow from our legacy developments. We are now working out the details also on bringing our development pipeline to fully automated state, and the intent is to have 2 parallel versions of the mod on workshop: a continuously deployed development version and a stable one, much like we had with Arma 3. One other thing that is different is that the aim now is to keep all factions in one mod.﻿

</details>

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-3f13ddba4e408d22565201ff069d4c118300e89a%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

{% embed url="<https://youtu.be/DmWAHs1G6Y8>" %}

{% embed url="<https://www.youtube.com/watch?v=6N7-trOFPFk>" %}

{% hint style="warning" %}
This documentation is constantly under construction. Please be patient with us!
{% endhint %}


# EULA

End User License Agreement

## Disclaimer and License

ALL THE COMPUTER PROGRAMS AND SOFTWARE ARE PROVIDED "AS IS" WITHOUT WARRANTY OF ANY KIND. WE MAKE NO WARRANTIES, EXPRESS OR IMPLIED, THAT THEY ARE FREE OF ERROR, OR ARE CONSISTENT WITH ANY PARTICULAR STANDARD OF MERCHANTABILITY, OR THAT THEY WILL MEET YOUR REQUIREMENTS FOR ANY PARTICULAR APPLICATION. THEY SHOULD NOT BE RELIED ON FOR SOLVING A PROBLEM WHOSE INCORRECT SOLUTION COULD RESULT IN INJURY TO A PERSON OR LOSS OF PROPERTY. IF YOU DO USE THEM IN SUCH A MANNER, IT IS AT YOUR OWN RISK. THE AUTHOR AND PUBLISHER DISCLAIM ALL LIABILITY FOR DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES RESULTING FROM YOUR USE OF THE PROGRAMS.

By downloading and using the RHS: Status Quo mod for Bohemia Studio's[ Arma Reforger](https://reforger.armaplatform.com/), you hereby agree to the following license agreement.

### End User License Agreement

#### Creative Commons

All work contained in this distribution is licensed under the [Creative Commons Attribution-NonCommercial-NoDerivs 4.0 Unported License.](https://creativecommons.org/licenses/by-nc-nd/4.0/legalcode)

It is forbidden to distribute the content of this package by itself, or as part of another distribution, using the Arma Reforger Workshop by anyone other than Red Hammer Studios (RHS).

You may NOT use the material for commercial purposes. This includes running this package on server instances that employ any monetization schemes, including, but not limited to, donate-reward systems. Approval of your monetization scheme by Bohemia Interactive (whether server-side or addon) does not exempt you from this EULA clause.

The only method of distribution allowed is the official[ Bohemia Interactive Arma Platform Workshop](https://reforger.armaplatform.com/workshop). Any and all other methods of distribution are prohibited.

This add-on is provided exclusively for Arma Reforger and is not to be used for the purpose of military training.

There will be no individual permissions outside of our EULA.

By accepting this agreement you also grant Red Hammer Studios the right to waive any of the conditions at our discretion.

Some works contained in this mod are themselves derived from (for instance 3D scans from Polycam) work licensed by <https://creativecommons.org/licenses/by/4.0/> without modification to the original artwork.

### Derivative Content

Derivative content refers to any and all modifications based on RHS content. It includes any dependency mods that make use of, or make changes to, our existing files, including re-textures.

In general, we choose to tolerate derivative mods based on our original content, as long as these mods do not negatively impact the image of RHS, promote terrorism, extremism, pornography, nudity, or any other immoral acts or behaviors.

However, under the RHS Non-Derivatives End User Agreement, we reserve the right to enforce our non-derivatives clause to protect our intellectual property, without prior notice or explanations, at our discretion, in accordance with but not limited to, the present EULA and/or individual RHS members/author's requests.

For any derivative content to be **tolerated**, a set of rules needs to be followed strictly:

* Any commercial modding avenues based on RHS content are strictly prohibited.
* All derivative/dependency mods based on RHS must be published publicly (unlisted derivative/dependency mods are NOT allowed).
* All derivative content must be published under a similar non-derivative license (BI's *APL-ND, for instance*).
* All derivative content must have a link in its description to this [EULA page](https://docs.rhsmods.org/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/eula)

Any breach of the above rules will automatically lead to enforcement of our non-derivative clause in our license and removal of the derivative mod from Bohemias Interactive's Workshop.

### No depiction of ongoing wars

We, the development team of RHS, unanimously do NOT condone any real-life wars, past, present, or future.

Any depiction of the ongoing invasion of Russian forces in Ukraine using any derivative content based of RHS assets is strictly PROHIBITED.

This includes but is not limited to, any use of Russian war markings (Z, O, V, etc) and/or Ukrainian war markings on any existing or future RHS assets.

Any depiction of the ongoing conflict between Israeli forces and Palestine using any derivative content based of RHS assets is strictly PROHIBITED. **There will be no exceptions**.

Per our non-derivative license, we will take all the required legal steps to protect our image, our content, and our users from such depictions, including takedowns, C\&D, and asking for infringements/requesting Workshop/Workbench removal from the Game's developers, Bohemia Interactive.

### No Monetization

We have a strict NO monetization policy for 3rd parties using RHS: Status Quo mod for Arma Reforger.

We consider any sale (money paid in exchange for any direct in-game return) to be a breach of the above non-commercial clause of the EULA.

Here are a few of the most common offenses (this is by no means an exhaustive list):

* charging players specific amounts to access to or have priority while connecting to a server
* charging players for specific in-game perks (cosmetic or otherwise)
* selling in-game items, in-game currency or any sort of game-mode experience points
* product placement or endorsements
* setting a term donation goal that will lead to in-game benefits (perks, items and/or in-game currency)

### Limitations

Due to repeated infringements of the existing Red Hammer Studios EULA and/or Bohemia's Interactive Terms of Service and/or other reasons, the following groups/persons are STRICTLY PROHIBITED from using RHS mods and creating any derivative content based on RHS: Status Quo or any other past, present, or future RHS mods:

* Dark Raider Group / DarkGRU server(s) and its modgroup
* Sierra Golf and / or any affiliated persons
* Joint Task Force Miller and / or any affiliated persons
* Liberty Interactive and / or any affiliated persons

This list will be constantly updated.

#### InstaLOD

Some of the art assets in this mod use InstaLOD with pleasure - <https://instalod.com/>.


# Roadmap

This is a high-level roadmap for implementation for Phase 1

## Overall

The overall plan for all assets and systems planned for Phase one can be found here:

{% embed url="<https://github.com/RHSMODS/statusquo/issues?q=is%3Aissue+label%3A%22PHASE+1%22>" %}

You can also view the entire project board with all the triagd bug issues here:

{% embed url="<https://github.com/orgs/RHSMODS/projects/1/views/1>" %}

## Factions

You can also further filter by the various sides of the conflict by enhancing the filters.

### BLUFOR

{% embed url="<https://github.com/RHSMODS/statusquo/issues?q=is%3Aissue+label%3A%22PHASE+1%22+label%3ABLUFOR>" %}

### REDFOR

{% embed url="<https://github.com/RHSMODS/statusquo/issues?q=is%3Aissue+label%3A%22PHASE+1%22+label%3AREDFOR>" %}


# Feedback

We would greatly appreciate your support in finding issues with our mods. For Reforger we have decided to utilize GitHub for both internal and external task tracking. If you want to report a bug or suggestion feel free to make an issue and we will consider it for implementation.

{% hint style="danger" %}
BE ADVISED THAT ONLY ISSUES FOLLOWING THESE RULES WILL BE CONSIDERED
{% endhint %}

1. **Do not make asset requests.** Issues like "Please make XXX" will be rejected without prejudice. We have a list, we have a plan. Please enjoy what we make on our free time and provide to you for free. If this ever becomes a paid product, and you become a paying customer, then we can talk. Refer further to the [FAQ](/rhs-status-quo-user-documentation/frequently-asked-questions).
2. **Make sure your issue is reproducible.** Provide clear steps for us to reproduce the bug. This will highly increase the chances of us finding and fixing it quickly.
3. **Provide supporting materials.** If you have things like logs, screenshots or error messages, please attach them to the issues. [Read where to find the game logs.](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/feedback/how-to-help-us-fixing-a-bug)
4. **Report issues that concern our mod ONLY!** If you spot something while playing our mod in combination with other mods, please try to switch everything else and test with RHS only to confirm that the issue is with us, and not a compatibility fault. We do not have the time to reproduce or fix bugs caused by incompatibilities. Issues where it is apparent that multiple mods are being used will be rejected without further investigation. *Exceptions could be made if you know **exactly the cause of the error** and you think that Status Quo is the root cause of the issue of the incompatibility*.
5. **State the issue clearly.**

If you follow the rules, please feel free to submit your tickets here

<https://github.com/RHSMODS/statusquo/issues>


# How to help us fixing a bug

## You ran into a trouble, and want us to fix it!

Here is a small guide how to find additional info that can help us:

1. [Send us logs. They are located in: "\Documents\My Games\ArmaReforger\profile"](#user-content-fn-1)[^1]![](https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-47bcda5d20d6716b70c8847df27a2409d774d4c5%2Fimage.png?alt=media)
2. If you are playing on XBOX, try to reproduce bug on pc.
3. Send us a way to reproduce the bug, if possible.

\\

[^1]: warning: console, error, and script logs are getting overridden after you restart the game.


# Installation

The are various versions of RHS: Status Quo available for download. Please read carefully below.

### Stable

You can install the entire mod by finding and enabling it in the Reforger Workshop inside the game.

{% embed url="<https://reforger.armaplatform.com/workshop/595F2BF2F44836FB-RHS-StatusQuo>" %}

The changelog of all stable versions can be found in [Changelog](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/changelog/0.8) section.

### Dev

The Dev version of the mod is considered unstable releases for multiplayer and user testing and can be found here:

{% embed url="<https://reforger.armaplatform.com/workshop/5CF4A61BE1D960C6-RHS-StatusQuoDev>" %}

The Dev version is primarily intended for the RHS team to perform MP playability tests before stable releases and thus, at the moment, do not have official changelogs published.

{% hint style="danger" %}
The Dev version can contain features that can cause serious problem and should not be used on servers that want to guarantee stability.
{% endhint %}

The Dev version is a preview of the next stable version and follows the same linear development branch.

### Stable on Reforger Experimental

The third branch of RHS: Status Quo is located on in the workshop of Arma: Reforger Experimental. This workshop is separate from the normal Arma: Reforger workshop and releases of RHS can be made there independently.

Experimental releases are indicated in the [Changelog](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/changelog/0.8) using the following info box:

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-5a1f580ed07847c770a0ffe14ecfaa15e2493f3a%2Fimage.png?alt=media" alt="" width="563"><figcaption></figcaption></figure>

The diagram below demonstrates the various release streams.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-f3e296f886873c22f21a0d35fdb6f2bffa5e7d3b%2Fversioning.jpg?alt=media" alt=""><figcaption><p>Release Streams</p></figcaption></figure>

If stable RHS: Status Quo release is preceded by one or more experimental releases (not dev), then the changelog between this stable release and last stable release should be considered the combination of all the experimental changelogs in between as well as the changelog between the last experimental and stable release.

### Versioning

The version numbers are in the format xx.yy.cc where **cc** always represents the commit revision number from which the release is made. The major **xx** and minor **yy** version numbers are updated at the behest of the team, with the minor number usually being updated when API changes are introduced or when Arma: Reforger opens a new experimental stream. The major number will be incremented at significant milestones in the development. The numbers in very position can be incremented indefinitely, thus a version 0.137.35294 is perfectly valid.


# Server Setup

Firstly, please read the official Arma: Reforger documentation on setting up dedicated servers [here](https://community.bistudio.com/wiki/Arma_Reforger:Server_Hosting) and especially the section on [server configs](https://community.bistudio.com/wiki/Arma_Reforger:Server_Config).

In order to setup a dedicated server to use the RHS: Status Quo mod, you will need to edit your server configuration json file with the following settings:

Add the mod to the list of mods:

```json
"mods": [
            {
                "modId": "595F2BF2F44836FB",
                "name": "RHS: Status Quo"
            }
        ]
```

Or for the Dev version of the mod:

```json
"mods": [
            {
                "modId": "5CF4A61BE1D960C6",
                "name": "RHS: Status Quo Dev"
            }
        ]
```

To run one of the supplied scenarios you will need to also edit the following property:

```json
"scenarioId": "<Scenario ID>",
```

For example:

```json
"scenarioId": "{AAD43C10045857C1}Missions/RHS_Conflict.conf",
```

For a complete list of up-to-date scenario IDs please visit the Workshop scenario page and copy the ID as you see fit.

Stable: <https://reforger.armaplatform.com/workshop/595F2BF2F44836FB-RHS-StatusQuo/scenarios>

Dev: <https://reforger.armaplatform.com/workshop/5CF4A61BE1D960C6-RHS-StatusQuoDev/scenarios>


# Changelog

This document is regenerated automatically from our systems at a time of a release.

﻿﻿﻿﻿﻿﻿﻿﻿﻿

## 0.17.5261

{% hint style="info" %}

### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 5261

*<mark style="color:red;">Date:</mark>* Tuesday, October 20, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 1 (5260)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 0 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

**Fixed**

**Deleted**

## 0.17.5260

{% hint style="info" %}

### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 5260

*<mark style="color:red;">Date:</mark>* Monday, October 19, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 1 (5259)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 2 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

**Fixed**

\[Fixed] Callin action names were not showing in the radial

\[Fixed] Fixed shimmering in the character hands due to thermal model shining through

**Deleted**

## 0.17.5259

{% hint style="info" %}

### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 5259

*<mark style="color:red;">Date:</mark>* Monday, October 19, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 3 (5256)

*<mark style="color:red;">Changes:</mark>* 0 additions, 4 improvements, 1 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

\[Improved] Hearing protection keybind hint now disappears after some time

\[Improved] Throwable strobes now defaults to smoke grenade slot instead of grenade slot

\[Improved] Tinnutus threshold now depletes faster, half-life of 20 seconds instead of 45

\[Improved] Orion compass refreshes more often now

**Fixed**

\[Fixed] Fixed triplex overlay not appearing in MP

**Deleted**

## 0.17.5256

{% hint style="info" %}

### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 5256

*<mark style="color:red;">Date:</mark>* Sunday, October 18, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 3 (5253)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 1 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

**Fixed**

\[Fixed] Boonie hats with Peltors were not engaging the hearing system

**Deleted**

## 0.17.5253

{% hint style="info" %}

### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 5253

*<mark style="color:red;">Date:</mark>* Saturday, October 17, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 1 (5252)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 2 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

**Fixed**

\[Fixed] Fixed Garmin and AN PRC152 render to texture targets not working in 1.9

\[Fixed] Tinnutus no longer affects you if you are not in a living body

**Deleted**

## 0.17.5252

{% hint style="info" %}

### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 5252

*<mark style="color:red;">Date:</mark>* Saturday, October 17, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 1 (5251)

*<mark style="color:red;">Changes:</mark>* 0 additions, 3 improvements, 0 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

\[Improved] Tweaked hearing protection with regard to distant shots, speed of sound taken into account

\[Improved] Tinnitus stepping a bit more smooth and more clear ringing

\[Improved] Finalize Orion functionality with regards to navigation. Can connect PDU-4 to it to get target information.

**Fixed**

**Deleted**

## 0.17.5251

{% hint style="info" %}

### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 5251

*<mark style="color:red;">Date:</mark>* Saturday, October 17, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 3 (5248)

*<mark style="color:red;">Changes:</mark>* 3 additions, 3 improvements, 1 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Ability to toggle light and laser devices on a weapon independently through own keybinds (= and - by default, doubletap for mode switch, switch between similar type with ]), with small UI indicators; fixes [#1344](https://github.com/RHSMODS/statusquo/issues/1344)

\[Added] Hearing protection system for active headphones, use H to toggle volume level. Unprotected will accelerate Tinnitus

\[Added] You can now connect Vector 21 to DAGR and transfer target details

**Improved**

\[Improved] Marine RTOs now equipped with FILBE radio backpacks and Vector 21.

\[Improved] RHS\_RadioSourceComponents are now properly cleaned up between sessions; fixes [#1475](https://github.com/RHSMODS/statusquo/issues/1475)

\[Improved] Finalized DAGR navigation functionality, navigation to WPs and through Routes now possible

**Fixed**

\[Fixed] Fixed missing fonts in Vector 21

**Deleted**

## 0.17.5248

{% hint style="info" %}

### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 5248

*<mark style="color:red;">Date:</mark>* Wednesday, October 14, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 9 (5239)

*<mark style="color:red;">Changes:</mark>* 2 additions, 8 improvements, 3 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Added magazine repacking

\[Added] Helstar, MS2000 and VIP strobes can now also be thrown or placed on objects (equip into grenade slot, LMB to throw, RMB then LMB to place); fixes [#403](https://github.com/RHSMODS/statusquo/issues/403); fixes [#775](https://github.com/RHSMODS/statusquo/issues/775)

**Improved**

\[Improved] Moved K17 to new 1.9 wheeled setup

\[Improved] K17 wheels should be more on par with Typhoon with respect to absorbing bullets

\[Improved] Moved K4386 to new 1.9 wheeled setup

\[Improved] Moved 2S1 to new 1.9 wheeled setup

\[Improved] Moved T14 to new 1.9 wheeled setup

\[Improved] Moved T90 to new 1.9 wheeled setup

\[Improved] Moved K25 to new 1.9 wheeled setup

\[Improved] Improved tracked vehicle handling

**Fixed**

\[Fixed] Fixed various GM-94 related issues; fixes [#1467](https://github.com/RHSMODS/statusquo/issues/1467)

\[Fixed] Fixed some AK optic rail offsets; fixes [#1472](https://github.com/RHSMODS/statusquo/issues/1472)

\[Fixed] LBT-1961 now blocks pouch slot; fixes [#1470](https://github.com/RHSMODS/statusquo/issues/1470)

**Deleted**

## 0.17.5239

{% hint style="info" %}

### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 5239

*<mark style="color:red;">Date:</mark>* Wednesday, October 7, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 90 (5149)

*<mark style="color:red;">Changes:</mark>* 10 additions, 11 improvements, 42 fixes and 5 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] LBT-1961 and TT MK2 Strings, added to US and ION Arsenals

\[Added] Added ARC V2 vest in RGR and MC variants

\[Added] Added FILBE Assault backpack with radio

\[Added] Added Matech BUIS

\[Added] Added Radio\_ANPRC152A\_DEV.et (WIP), frequency switching implemented so far

\[Added] Added new diag menu for creating touch-screen-based items (display bounds visualization, button visualization)

\[Added] Added T14 turret depression limiter when rotating the turret towards the rear

\[Added] Physics observer support to RHS\_HelmetNodeStorageComponent for helmet knockoff handling

\[Added] Knockoff support for RHS helmets with m\_bIsDetachable enabled

\[Added] Asset image generator script overrides

**Improved**

\[Improved] M4A1 now equipped with Matech BUIS

\[Improved] RHS\_LoadoutSlotInfo improvements, thanks to Degman; fixes [#1440](https://github.com/RHSMODS/statusquo/issues/1440)

\[Improved] Expose ClothNode Slotted Items in Backpack Inventory UI, thanks to Degman; fixes [#1441](https://github.com/RHSMODS/statusquo/issues/1441)

\[Improved] RHS\_MagazineAnimationComponent improvement, thanks to Degman; fixes [#1442](https://github.com/RHSMODS/statusquo/issues/1442)

\[Improved] Typhoon windshield wipers can only be controlled by driver now; fixes [#1421](https://github.com/RHSMODS/statusquo/issues/1421)

\[Improved] To UH1Y config files

\[Improved] UH1Y blend files.

\[Improved] 6B23 with 6Sh117 now blocks vest loadouts so you can no longer double layer

\[Improved] Removed possibility to put armored plates into 6Sh117; fixes [#1457](https://github.com/RHSMODS/statusquo/issues/1457)

\[Improved] Redone all vest prefab inventory previews

\[Improved] Various weapon prefabs that inherited incorrect strings

**Fixed**

\[Fixed] Fixed T14 Get out action showing when in driver triplex view; fixes [#1430](https://github.com/RHSMODS/statusquo/issues/1430)

\[Fixed] Removed clothing offset from the core radio prefab

\[Fixed] Fixed Vehicle Triplex blocking UI elements

\[Fixed] RHS Faction errors

\[Fixed] Fixed T14 Hatch texture bleeding in exterior light when closed

\[Fixed] Wristwatch render targets crashing dedicated servers and widget cleanup

\[Fixed] Russian AA-AVS vests now slot Granit plates instead of ESAPI; fixes [#1429](https://github.com/RHSMODS/statusquo/issues/1429)

\[Fixed] Removed default plates from LBT1961 and TT Mk2 rigs; fixes [#1436](https://github.com/RHSMODS/statusquo/issues/1436)

\[Fixed] Fixed rangefinder loosing context after coming out of ADS; fixes [#1437](https://github.com/RHSMODS/statusquo/issues/1437), [#1444](https://github.com/RHSMODS/statusquo/issues/1444)

\[Fixed] Get Out and Open Door actions no longer appear when looking through driver triplex in T-14; fixes [#1448](https://github.com/RHSMODS/statusquo/issues/1448)

\[Fixed] Some AA-CPC MC pouch presets had FG textures; fixes [#1402](https://github.com/RHSMODS/statusquo/issues/1402)

\[Fixed] AA-CPC could not load dropped Granit plates back; fixes [#1428](https://github.com/RHSMODS/statusquo/issues/1428)

\[Fixed] Fixed GM94 RplComponent problems; fixes [#1420](https://github.com/RHSMODS/statusquo/issues/1420)

\[Fixed] BNZ pouch presets were not saving to the arsenal; fixes [#1460](https://github.com/RHSMODS/statusquo/issues/1460)

\[Fixed] Fixed unstable call to RandomInt() in APSV2 script, resolving a recurring crash

\[Fixed] Potential T14 turret crash related to destruction

\[Fixed] Supply drop callins would get stuck in midair

\[Fixed] Enemies could see markers for offensive callins

\[Fixed] Offensive callin markers displayed the wrong player name

\[Fixed] Offensive callin markers are now properly cleaned up when cancelled

\[Fixed] Callins were blocked when the character was in a crouched or prone stance

\[Fixed] Fixed T14/K17 Commander seat rotating with Gunner turret; fixes [#1464](https://github.com/RHSMODS/statusquo/issues/1464); fixes [#1446](https://github.com/RHSMODS/statusquo/issues/1446)

\[Fixed] Fixed T14 Gunner seat positions; fixes [#1461](https://github.com/RHSMODS/statusquo/issues/1461)

\[Fixed] Fixed K4386/K17 dual-feed cannon fire rate increase bug; fixes [#1446](https://github.com/RHSMODS/statusquo/issues/1446)

\[Fixed] OG-7V was spawning anti-tank spall projectiles

\[Fixed] Updated optic layers and material overrides to latest Reforger standards, resolving nighttime matte lens glow

\[Fixed] TA31 reticle texture conflict between 3D materials and 2D sights

\[Fixed] Arsenal restores no longer loop indefinitely and freeze the server

\[Fixed] Sliding attachment positions are now saved and restored for the correct weapon

\[Fixed] Saved loadouts are no longer deleted when RHS extra data is missing

\[Fixed] Camo headgear is now preserved when spawning Arsenal loadouts (restored missing Reforger v1.8.x code)

\[Fixed] Item insertion now correctly checks that both network storages exist (restored missing Reforger v1.8.x code)

\[Fixed] NVG device cleanup code

\[Fixed] Attachment swapping and restore inventory focus after replacements

\[Fixed] Clothing attachment validation on blocked slots

\[Fixed] Missing vanilla helmet knockoff handling in the armor damage override

\[Fixed] Corrected and simplified helmet item colliders to prevent knocked off helmets falling through terrain

\[Fixed] Garmin watch screens appearing grey when inactive or remaining blank until first inspection after spawning

\[Fixed] Corrected Garmin watch screen materials for night time rendering

\[Fixed] More fixes for various callin faction related issues and cleanup; fixes [#1471](https://github.com/RHSMODS/statusquo/issues/1471)

\[Fixed] Collider issues on Harris bipod

\[Fixed] Watch component not working on dedicated servers

**Deleted**

\[Removed] Obsolete callsigns config file

\[Removed] EditorImageGenerator scripts that already exist in vanilla Reforger

\[Removed] VONMenuActiveActionCondition null reference workaround that now exists in vanilla Reforger

\[Removed] Obsolete turret zoom workaround

\[Removed] Legacy reticle workaround on RHS\_2DPIPSightsComponent


# 0.16

This document is regenerated automatically from our systems at a time of a release.

﻿﻿﻿﻿﻿﻿﻿

## 0.16.5237

{% hint style="info" %}

### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 5237

*<mark style="color:red;">Date:</mark>* Monday, October 5, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 1 (5236)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 1 fixes and 0 deletions.
{% endhint %}

**Added**

**Improved**

**Fixed**

\[Fixed] Watch component not working on dedicated servers

**Deleted**

## 0.16.5236

{% hint style="info" %}

### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 5236

*<mark style="color:red;">Date:</mark>* Monday, October 5, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 28 (5208)

*<mark style="color:red;">Changes:</mark>* 6 additions, 2 improvements, 25 fixes and 4 deletions.
{% endhint %}

**Added**

\[Added] Added Radio\_ANPRC152A\_DEV.et (WIP), frequency switching implemented so far

\[Added] Added new diag menu for creating touch-screen-based items (display bounds visualization, button visualization)

\[Added] Added T14 turret depression limiter when rotating the turret towards the rear

\[Added] Physics observer support to RHS\_HelmetNodeStorageComponent for helmet knockoff handling

\[Added] Knockoff support for RHS helmets with m\_bIsDetachable enabled

\[Added] Asset image generator script overrides

**Improved**

\[Improved] Redone all vest prefab inventory previews

\[Improved] Various weapon prefabs that inherited incorrect strings

**Fixed**

\[Fixed] Supply drop callins would get stuck in midair

\[Fixed] Enemies could see markers for offensive callins

\[Fixed] Offensive callin markers displayed the wrong player name

\[Fixed] Offensive callin markers are now properly cleaned up when cancelled

\[Fixed] Callins were blocked when the character was in a crouched or prone stance

\[Fixed] Fixed T14/K17 Commander seat rotating with Gunner turret; fixes [#1464](https://github.com/RHSMODS/statusquo/issues/1464); fixes [#1446](https://github.com/RHSMODS/statusquo/issues/1446)

\[Fixed] Fixed T14 Gunner seat positions; fixes [#1461](https://github.com/RHSMODS/statusquo/issues/1461)

\[Fixed] Fixed K4386/K17 dual-feed cannon fire rate increase bug; fixes [#1446](https://github.com/RHSMODS/statusquo/issues/1446)

\[Fixed] OG-7V was spawning anti-tank spall projectiles

\[Fixed] Updated optic layers and material overrides to latest Reforger standards, resolving nighttime matte lens glow

\[Fixed] TA31 reticle texture conflict between 3D materials and 2D sights

\[Fixed] Arsenal restores no longer loop indefinitely and freeze the server

\[Fixed] Sliding attachment positions are now saved and restored for the correct weapon

\[Fixed] Saved loadouts are no longer deleted when RHS extra data is missing

\[Fixed] Camo headgear is now preserved when spawning Arsenal loadouts (restored missing Reforger v1.8.x code)

\[Fixed] Item insertion now correctly checks that both network storages exist (restored missing Reforger v1.8.x code)

\[Fixed] NVG device cleanup code

\[Fixed] Attachment swapping and restore inventory focus after replacements

\[Fixed] Clothing attachment validation on blocked slots

\[Fixed] Missing vanilla helmet knockoff handling in the armor damage override

\[Fixed] Corrected and simplified helmet item colliders to prevent knocked off helmets falling through terrain

\[Fixed] Garmin watch screens appearing grey when inactive or remaining blank until first inspection after spawning

\[Fixed] Corrected Garmin watch screen materials for night time rendering

\[Fixed] More fixes for various callin faction related issues and cleanup; fixes [#1471](https://github.com/RHSMODS/statusquo/issues/1471)

\[Fixed] Collider issues on Harris bipod

**Deleted**

\[Removed] EditorImageGenerator scripts that already exist in vanilla Reforger

\[Removed] VONMenuActiveActionCondition null reference workaround that now exists in vanilla Reforger

\[Removed] Obsolete turret zoom workaround

\[Removed] Legacy reticle workaround on RHS\_2DPIPSightsComponent

## 0.16.5208

{% hint style="info" %}

### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 5208

*<mark style="color:red;">Date:</mark>* Thursday, September 17, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 58 (5150)

*<mark style="color:red;">Changes:</mark>* 4 additions, 9 improvements, 16 fixes and 1 deletions.
{% endhint %}

**Added**

\[Added] LBT-1961 and TT MK2 Strings, added to US and ION Arsenals

\[Added] Added ARC V2 vest in RGR and MC variants

\[Added] Added FILBE Assault backpack with radio

\[Added] Added Matech BUIS

**Improved**

\[Improved] M4A1 now equipped with Matech BUIS

\[Improved] RHS\_LoadoutSlotInfo improvements, thanks to Degman; fixes [#1440](https://github.com/RHSMODS/statusquo/issues/1440)

\[Improved] Expose ClothNode Slotted Items in Backpack Inventory UI, thanks to Degman; fixes [#1441](https://github.com/RHSMODS/statusquo/issues/1441)

\[Improved] RHS\_MagazineAnimationComponent improvement, thanks to Degman; fixes [#1442](https://github.com/RHSMODS/statusquo/issues/1442)

\[Improved] Typhoon windshield wipers can only be controlled by driver now; fixes [#1421](https://github.com/RHSMODS/statusquo/issues/1421)

\[Improved] To UH1Y config files

\[Improved] UH1Y blend files.

\[Improved] 6B23 with 6Sh117 now blocks vest loadouts so you can no longer double layer

\[Improved] Removed possibility to put armored plates into 6Sh117; fixes [#1457](https://github.com/RHSMODS/statusquo/issues/1457)

**Fixed**

\[Fixed] Fixed T14 Get out action showing when in driver triplex view; fixes [#1430](https://github.com/RHSMODS/statusquo/issues/1430)

\[Fixed] Removed clothing offset from the core radio prefab

\[Fixed] Fixed Vehicle Triplex blocking UI elements

\[Fixed] RHS Faction errors

\[Fixed] Fixed T14 Hatch texture bleeding in exterior light when closed

\[Fixed] Wristwatch render targets crashing dedicated servers and widget cleanup

\[Fixed] Russian AA-AVS vests now slot Granit plates instead of ESAPI; fixes [#1429](https://github.com/RHSMODS/statusquo/issues/1429)

\[Fixed] Removed default plates from LBT1961 and TT Mk2 rigs; fixes [#1436](https://github.com/RHSMODS/statusquo/issues/1436)

\[Fixed] Fixed rangefinder loosing context after coming out of ADS; fixes [#1437](https://github.com/RHSMODS/statusquo/issues/1437), [#1444](https://github.com/RHSMODS/statusquo/issues/1444)

\[Fixed] Get Out and Open Door actions no longer appear when looking through driver triplex in T-14; fixes [#1448](https://github.com/RHSMODS/statusquo/issues/1448)

\[Fixed] Some AA-CPC MC pouch presets had FG textures; fixes [#1402](https://github.com/RHSMODS/statusquo/issues/1402)

\[Fixed] AA-CPC could not load dropped Granit plates back; fixes [#1428](https://github.com/RHSMODS/statusquo/issues/1428)

\[Fixed] Fixed GM94 RplComponent problems; fixes [#1420](https://github.com/RHSMODS/statusquo/issues/1420)

\[Fixed] BNZ pouch presets were not saving to the arsenal; fixes [#1460](https://github.com/RHSMODS/statusquo/issues/1460)

\[Fixed] Fixed unstable call to RandomInt() in APSV2 script, resolving a recurring crash

\[Fixed] Potential T14 turret crash related to destruction

**Deleted**

\[Removed] Obsolete callsigns config file

## 0.16.5150

{% hint style="info" %}

### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 5150

*<mark style="color:red;">Date:</mark>* Friday, August 14, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 46 (5104)

*<mark style="color:red;">Changes:</mark>* 3 additions, 5 improvements, 13 fixes and 0 deletions.
{% endhint %}

**Added**

\[Added] VDV Telnyashka

\[Added] Added LBT1961 rig

\[Added] Added Tasmanian tiger MK2 rig

**Improved**

\[Improved] Added ItemFireView collision geometry and correct FIREGEO materials for equipment, weapons, and CP-G3 pants.

\[Improved] Rebuilt current-format T14 damper/suspension audio and migrate broken vehicle, radio, horn, and engine ACP graphs.

\[Improved] Clean showcase-world layers, stale placements, identities, destruction data, and asset references.

\[Improved] Regenerated showcase navmesh data and validate Workbench resource/world loading.

\[Improved] Added Far Hide inheritance for various materials

**Fixed**

\[Fixed] MSV II vest prefab preview model

\[Fixed] Repaired stale resource GUIDs, material remaps, serialization fields, animation profiles, and weapon configurations.

\[Fixed] Fixed GUIDs for item variants of equipment

\[Fixed] Added some basic colliders to ground variants of items

\[Fixed] Fixed labels errors regarding to m\_iOpacityMapID

\[Fixed] Assigned some correct game materials to T90M\_Base and Kurganets25\_base

\[Fixed] Fixed remaps errors on maaaaany items - please check if everything works afterwards

\[Fixed] Removed some obsolete (?) Kneepad prefabs

\[Fixed] Proc anims errors on many items

\[Fixed] Removed duplicated actions on 2S1

\[Fixed] Fixed old link in pap

\[Fixed] Incorrect meta data in HK416A5 base prefab

\[Fixed] Incorrect offset on the Garmin watches

**Deleted**

## 0.16.5149

{% hint style="info" %}

### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 5149

*<mark style="color:red;">Date:</mark>* Thursday, August 13, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 40 (5109)

*<mark style="color:red;">Changes:</mark>* 2 additions, 5 improvements, 12 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Added LBT1961 rig

\[Added] Added Tasmanian tiger MK2 rig

**Improved**

\[Improved] Added ItemFireView collision geometry and correct FIREGEO materials for equipment, weapons, and CP-G3 pants.

\[Improved] Rebuilt current-format T14 damper/suspension audio and migrate broken vehicle, radio, horn, and engine ACP graphs.

\[Improved] Clean showcase-world layers, stale placements, identities, destruction data, and asset references.

\[Improved] Regenerated showcase navmesh data and validate Workbench resource/world loading.

\[Improved] Added Far Hide inheritance for various materials

**Fixed**

\[Fixed] Repaired stale resource GUIDs, material remaps, serialization fields, animation profiles, and weapon configurations.

\[Fixed] Fixed GUIDs for item variants of equipment

\[Fixed] Added some basic colliders to ground variants of items

\[Fixed] Fixed labels errors regarding to m\_iOpacityMapID

\[Fixed] Assigned some correct game materials to T90M\_Base and Kurganets25\_base

\[Fixed] Fixed remaps errors on maaaaany items - please check if everything works afterwards

\[Fixed] Removed some obsolete (?) Kneepad prefabs

\[Fixed] Proc anims errors on many items

\[Fixed] Removed duplicated actions on 2S1

\[Fixed] Fixed old link in pap

\[Fixed] Incorrect meta data in HK416A5 base prefab

\[Fixed] Incorrect offset on the Garmin watches

**Deleted**

## 0.16.5109

{% hint style="info" %}

### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 5109

*<mark style="color:red;">Date:</mark>* Sunday, August 2, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 3 (5106)

*<mark style="color:red;">Changes:</mark>* 1 additions, 0 improvements, 0 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] VDV Telnyashka

**Improved**

**Fixed**

**Deleted**

## 0.16.5106

{% hint style="info" %}

### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 5106

*<mark style="color:red;">Date:</mark>* Saturday, August 1, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 151 (4955)

*<mark style="color:red;">Changes:</mark>* 35 additions, 38 improvements, 79 fixes and 2 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] EMR variant of A18 Scanda

\[Added] TV Missile (WIP)

\[Added] APS Hardkill System

\[Added] Sound when deploying APS Softkill smokes

\[Added] APS Hardkill/Softkill on T-14 for testing

\[Added] Added new PMAG models, closes [#1041](https://github.com/RHSMODS/statusquo/issues/1041)

\[Added] G3 black and tropic mc shirts

\[Added] Ballistic computer (lead indicator)

\[Added] Vehicle Radial Menu

\[Added] HunterKiller V2 (WIP)

\[Added] Reload for APS

\[Added] HK416A5 to ION arsenal + minor fixes

\[Added] USMC Raider/MARSOC URG-I Configurations

\[Added] New GPS map config for Kolguyev and updated Arland + Everon

\[Added] G3 for ion: black. for ru: atacs

\[Added] M856 and M856A1 Tracer PMAG Prefabs

\[Added] Added 6B23 vest

\[Added] Added MSV GII vest

\[Added] Added 6SH117 rig

\[Added] Added zenitco B50 handguard

\[Added] Added zenitco PT-2 stock

\[Added] Added PKM and PKP with zenitco mods

\[Added] Heavy A18 pouch preset without backpack

\[Added] FCS overlay

\[Added] Thermal for vehicle turrets

\[Added] Fire Suppression on T-14, Typhoon and K-17

\[Added] ESS on T-14, Typhoon and K-17

\[Added] HunterKiller on T-14

\[Added] Towing Cable

\[Added] Radar

\[Added] HK416A5 VFG Variant

\[Added] Added A18 with neck protection

\[Added] Added AA CPC with Shoulder protection

\[Added] Added A18 with Shoulder protection

\[Added] NIJ IIIA armor gamemat material preset

**Improved**

\[Improved] Improved K17 rear ramp action can now be operated from the outside when opened

\[Improved] Added G3 shirt LODs

\[Improved] APS Softkill/Hardkill system by quadrant

\[Improved] IR Missile lock detection and trajectory

\[Improved] ESS system

\[Improved] Vehicle fire suppression

\[Improved] Binoculars function as laser designator

\[Improved] IR/TV/Laser Missiles can now be reloaded

\[Improved] Reduced multicam saturation and brightness on all vests

\[Improved] Reduced EMR saturation and brightness on all vests

\[Improved] G3 shirt camo

\[Improved] Multiple vehicle functionalities can be accessed via radial menu

\[Improved] RHS\_2DSightComponent to V3 providing thermal vision support

\[Improved] Improvement pass on URG-I M4A1s (Texture improvements, LODs, other fixes/refinements)

\[Improved] Commander turret sight stabilization

\[Improved] G3 textures

\[Improved] Added new g3 stuff in ion arsenal

\[Improved] Patch support for g3 shirts

\[Improved] Added black g3 for ru

\[Improved] Distributed PMAGs to MEF units

\[Improved] K17, K4386, T14 animation graph now updated for 1.7 update

\[Improved] Lead Indicator

\[Improved] APS

\[Improved] Fire Suppression

\[Improved] HUD Icons

\[Improved] Made wristwatch component more robust against null ref exceptions; fixes [#1395](https://github.com/RHSMODS/statusquo/issues/1395)

\[Improved] HK416 was showing wrong name and description in Arsenal

\[Improved] Editable entity catalog filter ordering

\[Improved] HK416A5 Iron sight Fixed issue [#1379](https://github.com/RHSMODS/statusquo/issues/1379)

\[Improved] HK416A5 Bipod bone

\[Improved] Updated Combat Ops scenarios + added new script for maintaining the scenario

\[Improved] Corrected the BUIS front sight core prefab configuration

\[Improved] HK416A5 colliders

\[Improved] AN-94 Animations

\[Improved] MSV Gen II vest collider now uses NIJ IIIA gamemat

\[Improved] Tweaked M16A4 deployment points for hopefully better stability

\[Improved] G3 pants - knee proportions, some geometry upd, rig

\[Improved] G3 shirt - rig

**Fixed**

\[Fixed] Fixed K17 hull tan had disable interior probe disabled

\[Fixed] Potential fix for hanging WorldEditor when loading RHS

\[Fixed] Separate K17 doors mesh

\[Fixed] Fixed: reverted changes from revision 4903 which removed mesh morphing as they no longer crash the engine; fixes [#1370](https://github.com/RHSMODS/statusquo/issues/1370)

\[Fixed] Fixed various PKP bugs; casings were clipping, sights were misaligned; fixes [#1358](https://github.com/RHSMODS/statusquo/issues/1358)

\[Fixed] HK416 had bad collider material assigned

\[Fixed] Fixed missing plate from PKP bipod

\[Fixed] Fixed K17 Textures Disabled Interior Probe on exterior textures

\[Fixed] Fixed K17 separate Ramp Mesh

\[Fixed] Fixed K17 ramp action

\[Fixed] Fixed windowed PMAGS animations

\[Fixed] Fixed animated mags not animating when reloaded out of inventory; fixes [#1332](https://github.com/RHSMODS/statusquo/issues/1332)

\[Fixed] Jamming on guided missiles against APS Softkill

\[Fixed] UTurn on Guided Laser Riding Missile (velocity forces straight flight on erratic locks)

\[Fixed] Inconsistency with LWR and IWR (now correctly warns of IR and Laser threats)

\[Fixed] Unweighted g3 pants LOD

\[Fixed] Add class to the config selection on the MapGeneratorPlugin

\[Fixed] UpdateMapDescriptors VME errors on the RHS\_OrionGPSMapWidgetComponent

\[Fixed] Black g3 roughness

\[Fixed] PMAG texture errors

\[Fixed] 2A42 magazine prefab errors

\[Fixed] Kord 127x108 magazine prefab errors

\[Fixed] Tucha smoke magazine prefab errors

\[Fixed] 6B50 Goggles showing up in first person

\[Fixed] Various prefabs having incorrect preview settings

\[Fixed] Fixed missing film grain on NVGs

\[Fixed] USMC platoon leaders missing magazines because undefined target storage in InventoryStorageManagerComponent

\[Fixed] Rearming the T-14 'Armata' when empty; fixes [#1367](https://github.com/RHSMODS/statusquo/issues/1367)

\[Fixed] New 6B47 helmet cover showing up in first person; fixes [#1380](https://github.com/RHSMODS/statusquo/issues/1380)

\[Fixed] Fixed T14, K17, K4386 salvage action position

\[Fixed] Radial menu scripts for Arma Reforger v1.7.0.54 update; fixes [#1387](https://github.com/RHSMODS/statusquo/issues/1387)

\[Fixed] T14 not able to switch seats; fixes [#1157](https://github.com/RHSMODS/statusquo/issues/1157)

\[Fixed] T14 not able to pull out gunner when unconscious

\[Fixed] K17 not able to pull out gunner when unconscious

\[Fixed] K4386 not being able to pull out gunner when unconscious; fixes[#1113](https://github.com/RHSMODS/statusquo/issues/1113)

\[Fixed] M4 ODG charging handle having the wrong material

\[Fixed] Missing T14 door prompts icons

\[Fixed] Missing T14 control repair point

\[Fixed] Missing K17 door prompts icons

\[Fixed] Missing K4386 door prompts icons

\[Fixed] A18 light pouch rig preset was blocking backpack slot wrongly; fixes [#1385](https://github.com/RHSMODS/statusquo/issues/1385)

\[Fixed] A18 pouch preset was holstering sidearm into wrong position; fixes [#1391](https://github.com/RHSMODS/statusquo/issues/1391)

\[Fixed] Vehicle radial menu keybind

\[Fixed] M4 BLK charging handle having the wrong material

\[Fixed] Stacking issue with Ratnik vests

\[Fixed] M40A1 weapon handling sound file errors

\[Fixed] Various collider material errors

\[Fixed] No plate 6B46 chest rig still came with plates; fixes [#1388](https://github.com/RHSMODS/statusquo/issues/1388)

\[Fixed] Fixed wrong ground model ref in 6B46 vests

\[Fixed] Fixed faction affiliation of ATACS G3 shirt and pants; fixes [#1382](https://github.com/RHSMODS/statusquo/issues/1382)

\[Fixed] Fixed T14 Wreck model causing client crashes

\[Fixed] V-Lite collider material errors

\[Fixed] Radio pouches not updating correctly when spawning with or equipping a radio

\[Fixed] Ars arma shoulder protection rig

\[Fixed] Fixed playable factions in Combat Ops

\[Fixed] Fixed broken helicopter rockets

\[Fixed] ActionContext issues with HelicopterContext & TurretContext

\[Fixed] Fixed T14 Hatch being able to be opened by enemy faction

\[Fixed] Fixed 6Sh117 vest incorrectly spawning with plates inside; fixes [#1383](https://github.com/RHSMODS/statusquo/issues/1383)

\[Fixed] Fixed certain A18 pouch presets blocking backpack slot; fixes [#1396](https://github.com/RHSMODS/statusquo/issues/1396)

\[Fixed] Overlapping registration of the infantry and vehicle radial wheels; fixes [#1404](https://github.com/RHSMODS/statusquo/issues/1404)

\[Fixed] 6B23 vest using the wrong collider material

\[Fixed] Ratnik Azart pouch GUID issue

\[Fixed] Collider errors in the Ratnik pouch prefabs

\[Fixed] Fixed duplicate GUIDs in multiple prefabs; fixes [#1418](https://github.com/RHSMODS/statusquo/issues/1418)

\[Fixed] Fixed clipping of USMC RAT boot through leg; fixes [#1406](https://github.com/RHSMODS/statusquo/issues/1406)

\[Fixed] Fixed clipping of Rocky boot through leg; fixes [#1381](https://github.com/RHSMODS/statusquo/issues/1381)

\[Fixed] Fixed some 6B47 variants not being able to equip cover; fixes [#1405](https://github.com/RHSMODS/statusquo/issues/1405)

\[Fixed] Fixed B-lite strobe visible in first person while on helmet; fixes [#1403](https://github.com/RHSMODS/statusquo/issues/1403)

\[Fixed] 6Sh117 6B45 PKM vest variant GUID errors

\[Fixed] Vests with ColliderHistoryComponent errors

\[Fixed] Missing colliders on FAST MT helmets

\[Fixed] Dedal NV scope collider material issues

\[Fixed] Armor damage manager component errors across all helmet prefabs

\[Fixed] M4 AFG player asi GUID errors

\[Fixed] Inventory item data errors across multiple prefabs

\[Fixed] Incorrect PC GEN III Light vest armor component settings

\[Fixed] Potential PMF script replication flooding, listener leaks, and unsafe snapshot codec

\[Fixed] MSV II vest prefab preview model

**Deleted**

\[Removed] Dead/deprecated ProjectileSoundsManager.et prefab

\[Removed] Cleanup dead meta files


# 0.15

This document is regenerated automatically from our systems at a time of a release.

﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿

## 0.15.5104

{% hint style="info" %}

### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 5104

*<mark style="color:red;">Date:</mark>* Thursday, July 30, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 14 (5090)

*<mark style="color:red;">Changes:</mark>* 0 additions, 3 improvements, 9 fixes and 0 deletions.
{% endhint %}

**Added**

**Improved**

\[Improved] Tweaked M16A4 deployment points for hopefully better stability

\[Improved] G3 pants - knee proportions, some geometry upd, rig

\[Improved] G3 shirt - rig

**Fixed**

\[Fixed] 6Sh117 6B45 PKM vest variant GUID errors

\[Fixed] Vests with ColliderHistoryComponent errors

\[Fixed] Missing colliders on FAST MT helmets

\[Fixed] Dedal NV scope collider material issues

\[Fixed] Armor damage manager component errors across all helmet prefabs

\[Fixed] M4 AFG player asi GUID errors

\[Fixed] Inventory item data errors across multiple prefabs

\[Fixed] Incorrect PC GEN III Light vest armor component settings

\[Fixed] Potential PMF script replication flooding, listener leaks, and unsafe snapshot codec

**Deleted**

## 0.15.5090

{% hint style="info" %}

### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 5090

*<mark style="color:red;">Date:</mark>* Thursday, July 23, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 1 (5089)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 0 fixes and 0 deletions.
{% endhint %}

**Added**

**Improved**

**Fixed**

**Deleted**

## 0.15.5089

{% hint style="info" %}

### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 5089

*<mark style="color:red;">Date:</mark>* Wednesday, July 22, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 17 (5072)

*<mark style="color:red;">Changes:</mark>* 3 additions, 2 improvements, 12 fixes and 0 deletions.
{% endhint %}

**Added**

\[Added] Added AA CPC with Shoulder protection

\[Added] Added A18 with Shoulder protection

\[Added] NIJ IIIA armor gamemat material preset

**Improved**

\[Improved] AN-94 Animations

\[Improved] MSV Gen II vest collider now uses NIJ IIIA gamemat

**Fixed**

\[Fixed] Fixed T14 Hatch being able to be opened by enemy faction

\[Fixed] Fixed 6Sh117 vest incorrectly spawning with plates inside; fixes [#1383](https://github.com/RHSMODS/statusquo/issues/1383)

\[Fixed] Fixed certain A18 pouch presets blocking backpack slot; fixes [#1396](https://github.com/RHSMODS/statusquo/issues/1396)

\[Fixed] Overlapping registration of the infantry and vehicle radial wheels; fixes [#1404](https://github.com/RHSMODS/statusquo/issues/1404)

\[Fixed] 6B23 vest using the wrong collider material

\[Fixed] Ratnik Azart pouch GUID issue

\[Fixed] Collider errors in the Ratnik pouch prefabs

\[Fixed] Fixed duplicate GUIDs in multiple prefabs; fixes [#1418](https://github.com/RHSMODS/statusquo/issues/1418)

\[Fixed] Fixed clipping of USMC RAT boot through leg; fixes [#1406](https://github.com/RHSMODS/statusquo/issues/1406)

\[Fixed] Fixed clipping of Rocky boot through leg; fixes [#1381](https://github.com/RHSMODS/statusquo/issues/1381)

\[Fixed] Fixed some 6B47 variants not being able to equip cover; fixes [#1405](https://github.com/RHSMODS/statusquo/issues/1405)

\[Fixed] Fixed B-lite strobe visible in first person while on helmet; fixes [#1403](https://github.com/RHSMODS/statusquo/issues/1403)

**Deleted**

## 0.15.5072

{% hint style="info" %}

### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 5072

*<mark style="color:red;">Date:</mark>* Sunday, July 12, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 1 (5071)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 1 fixes and 0 deletions.
{% endhint %}

**Added**

**Improved**

**Fixed**

\[Fixed] ActionContext issues with HelicopterContext & TurretContext

**Deleted**

## 0.15.5071

{% hint style="info" %}

### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 5071

*<mark style="color:red;">Date:</mark>* Saturday, July 11, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 2 (5069)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 1 fixes and 0 deletions.
{% endhint %}

**Added**

**Improved**

**Fixed**

\[Fixed] Fixed broken helicopter rockets

**Deleted**

## 0.15.5069

{% hint style="info" %}

### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 5069

*<mark style="color:red;">Date:</mark>* Saturday, July 11, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 5 (5064)

*<mark style="color:red;">Changes:</mark>* 1 additions, 0 improvements, 2 fixes and 0 deletions.
{% endhint %}

**Added**

\[Added] Added A18 with neck protection

**Improved**

**Fixed**

\[Fixed] Ars arma shoulder protection rig

\[Fixed] Fixed playable factions in Combat Ops

**Deleted**

## 0.15.5064

{% hint style="info" %}

### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 5064

*<mark style="color:red;">Date:</mark>* Friday, July 10, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 32 (5032)

*<mark style="color:red;">Changes:</mark>* 15 additions, 13 improvements, 22 fixes and 0 deletions.
{% endhint %}

**Added**

\[Added] Added 6B23 vest

\[Added] Added MSV GII vest

\[Added] Added 6SH117 rig

\[Added] Added zenitco B50 handguard

\[Added] Added zenitco PT-2 stock

\[Added] Added PKM and PKP with zenitco mods

\[Added] Heavy A18 pouch preset without backpack

\[Added] FCS overlay

\[Added] Thermal for vehicle turrets

\[Added] Fire Suppression on T-14, Typhoon and K-17

\[Added] ESS on T-14, Typhoon and K-17

\[Added] HunterKiller on T-14

\[Added] Towing Cable

\[Added] Radar

\[Added] HK416A5 VFG Variant

**Improved**

\[Improved] K17, K4386, T14 animation graph now updated for 1.7 update

\[Improved] Lead Indicator

\[Improved] APS

\[Improved] Fire Suppression

\[Improved] HUD Icons

\[Improved] Made wristwatch component more robust against null ref exceptions; fixes [#1395](https://github.com/RHSMODS/statusquo/issues/1395)

\[Improved] HK416 was showing wrong name and description in Arsenal

\[Improved] Editable entity catalog filter ordering

\[Improved] HK416A5 Iron sight Fixed issue [#1379](https://github.com/RHSMODS/statusquo/issues/1379)

\[Improved] HK416A5 Bipod bone

\[Improved] Updated Combat Ops scenarios + added new script for maintaining the scenario

\[Improved] Corrected the BUIS front sight core prefab configuration

\[Improved] HK416A5 colliders

**Fixed**

\[Fixed] T14 not able to switch seats; fixes [#1157](https://github.com/RHSMODS/statusquo/issues/1157)

\[Fixed] T14 not able to pull out gunner when unconscious

\[Fixed] K17 not able to pull out gunner when unconscious

\[Fixed] K4386 not being able to pull out gunner when unconscious; fixes[#1113](https://github.com/RHSMODS/statusquo/issues/1113)

\[Fixed] M4 ODG charging handle having the wrong material

\[Fixed] Missing T14 door prompts icons

\[Fixed] Missing T14 control repair point

\[Fixed] Missing K17 door prompts icons

\[Fixed] Missing K4386 door prompts icons

\[Fixed] A18 light pouch rig preset was blocking backpack slot wrongly; fixes [#1385](https://github.com/RHSMODS/statusquo/issues/1385)

\[Fixed] A18 pouch preset was holstering sidearm into wrong position; fixes [#1391](https://github.com/RHSMODS/statusquo/issues/1391)

\[Fixed] Vehicle radial menu keybind

\[Fixed] M4 BLK charging handle having the wrong material

\[Fixed] Stacking issue with Ratnik vests

\[Fixed] M40A1 weapon handling sound file errors

\[Fixed] Various collider material errors

\[Fixed] No plate 6B46 chest rig still came with plates; fixes [#1388](https://github.com/RHSMODS/statusquo/issues/1388)

\[Fixed] Fixed wrong ground model ref in 6B46 vests

\[Fixed] Fixed faction affiliation of ATACS G3 shirt and pants; fixes [#1382](https://github.com/RHSMODS/statusquo/issues/1382)

\[Fixed] Fixed T14 Wreck model causing client crashes

\[Fixed] V-Lite collider material errors

\[Fixed] Radio pouches not updating correctly when spawning with or equipping a radio

**Deleted**

## 0.15.5032

{% hint style="info" %}

### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 5032

*<mark style="color:red;">Date:</mark>* Wednesday, June 24, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 7 (5025)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 3 fixes and 0 deletions.
{% endhint %}

**Added**

**Improved**

**Fixed**

\[Fixed] New 6B47 helmet cover showing up in first person; fixes [#1380](https://github.com/RHSMODS/statusquo/issues/1380)

\[Fixed] Fixed T14, K17, K4386 salvage action position

\[Fixed] Radial menu scripts for Arma Reforger v1.7.0.54 update; fixes [#1387](https://github.com/RHSMODS/statusquo/issues/1387)

**Deleted**

## 0.15.5025

{% hint style="info" %}

### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 5025

*<mark style="color:red;">Date:</mark>* Friday, June 19, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 70 (4955)

*<mark style="color:red;">Changes:</mark>* 16 additions, 20 improvements, 28 fixes and 2 deletions.
{% endhint %}

**Added**

\[Added] EMR variant of A18 Scanda

\[Added] TV Missile (WIP)

\[Added] APS Hardkill System

\[Added] Sound when deploying APS Softkill smokes

\[Added] APS Hardkill/Softkill on T-14 for testing

\[Added] Added new PMAG models, closes [#1041](https://github.com/RHSMODS/statusquo/issues/1041)

\[Added] G3 black and tropic mc shirts

\[Added] Ballistic computer (lead indicator)

\[Added] Vehicle Radial Menu

\[Added] HunterKiller V2 (WIP)

\[Added] Reload for APS

\[Added] HK416A5 to ION arsenal + minor fixes

\[Added] USMC Raider/MARSOC URG-I Configurations

\[Added] New GPS map config for Kolguyev and updated Arland + Everon

\[Added] G3 for ion: black. for ru: atacs

\[Added] M856 and M856A1 Tracer PMAG Prefabs

**Improved**

\[Improved] Improved K17 rear ramp action can now be operated from the outside when opened

\[Improved] Added G3 shirt LODs

\[Improved] APS Softkill/Hardkill system by quadrant

\[Improved] IR Missile lock detection and trajectory

\[Improved] ESS system

\[Improved] Vehicle fire suppression

\[Improved] Binoculars function as laser designator

\[Improved] IR/TV/Laser Missiles can now be reloaded

\[Improved] Reduced multicam saturation and brightness on all vests

\[Improved] Reduced EMR saturation and brightness on all vests

\[Improved] G3 shirt camo

\[Improved] Multiple vehicle functionalities can be accessed via radial menu

\[Improved] RHS\_2DSightComponent to V3 providing thermal vision support

\[Improved] Improvement pass on URG-I M4A1s (Texture improvements, LODs, other fixes/refinements)

\[Improved] Commander turret sight stabilization

\[Improved] G3 textures

\[Improved] Added new g3 stuff in ion arsenal

\[Improved] Patch support for g3 shirts

\[Improved] Added black g3 for ru

\[Improved] Distributed PMAGs to MEF units

**Fixed**

\[Fixed] Fixed K17 hull tan had disable interior probe disabled

\[Fixed] Potential fix for hanging WorldEditor when loading RHS

\[Fixed] Separate K17 doors mesh

\[Fixed] Fixed: reverted changes from revision 4903 which removed mesh morphing as they no longer crash the engine; fixes [#1370](https://github.com/RHSMODS/statusquo/issues/1370)

\[Fixed] Fixed various PKP bugs; casings were clipping, sights were misaligned; fixes [#1358](https://github.com/RHSMODS/statusquo/issues/1358)

\[Fixed] HK416 had bad collider material assigned

\[Fixed] Fixed missing plate from PKP bipod

\[Fixed] Fixed K17 Textures Disabled Interior Probe on exterior textures

\[Fixed] Fixed K17 separate Ramp Mesh

\[Fixed] Fixed K17 ramp action

\[Fixed] Fixed windowed PMAGS animations

\[Fixed] Fixed animated mags not animating when reloaded out of inventory; fixes [#1332](https://github.com/RHSMODS/statusquo/issues/1332)

\[Fixed] Jamming on guided missiles against APS Softkill

\[Fixed] UTurn on Guided Laser Riding Missile (velocity forces straight flight on erratic locks)

\[Fixed] Inconsistency with LWR and IWR (now correctly warns of IR and Laser threats)

\[Fixed] Unweighted g3 pants LOD

\[Fixed] Add class to the config selection on the MapGeneratorPlugin

\[Fixed] UpdateMapDescriptors VME errors on the RHS\_OrionGPSMapWidgetComponent

\[Fixed] Black g3 roughness

\[Fixed] PMAG texture errors

\[Fixed] 2A42 magazine prefab errors

\[Fixed] Kord 127x108 magazine prefab errors

\[Fixed] Tucha smoke magazine prefab errors

\[Fixed] 6B50 Goggles showing up in first person

\[Fixed] Various prefabs having incorrect preview settings

\[Fixed] Fixed missing film grain on NVGs

\[Fixed] USMC platoon leaders missing magazines because undefined target storage in InventoryStorageManagerComponent

\[Fixed] Rearming the T-14 'Armata' when empty; fixes [#1367](https://github.com/RHSMODS/statusquo/issues/1367)

**Deleted**

\[Removed] Dead/deprecated ProjectileSoundsManager.et prefab

\[Removed] Cleanup dead meta files

## 0.15.4955

{% hint style="info" %}

### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4955

*<mark style="color:red;">Date:</mark>* Thursday, May 28, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 56 (4899)

*<mark style="color:red;">Changes:</mark>* 8 additions, 25 improvements, 12 fixes and 1 deletions.
{% endhint %}

**Added**

\[Added] G3 Shirts in 6 variations (WIP)

\[Added] HK416A5 Initial Release WIP

\[Added] Universal guided missile platform (WIP)

\[Added] IR homing missile system (WIP)

\[Added] Laser-guided missile system (WIP)

\[Added] APS Softkill system (WIP)

\[Added] New APSV2 Softkill (WIP)

\[Added] Examples of IR and Laser-Guided launchers

**Improved**

\[Improved] Remade Rocky boot

\[Improved] K17 and T14 interior probes

\[Improved] K17 and T14 action positions

\[Improved] Vehicle interior lights

\[Improved] Updated AVS EMR texture

\[Improved] G3 Pants model and textures

\[Improved] Added G3 Shirts in USMC arsenal

\[Improved] Correct display of G3 name

\[Improved] MARSOC MC units use the new G3 shirts

\[Improved] HK416A5 prefab, skeleton for rails and Firegeo & Colliders

\[Improved] HK416A5 LODs, Textures, Animations (Still WIP)

\[Improved] HK416A5 Improvements, Base prefab config

\[Improved] HK416A5 colliders update

\[Improved] Removed placeholder prefab definitions from various particle effects

\[Improved] Kurganets-25 HUD updated with universal missile platform integration

\[Improved] Kornet and Bulat on Kurganets-25 updated for new missile system testing

\[Improved] Collision on Kurganets-25 updated

\[Improved] Toned down IR NVG lights and strobe brightness; fixes [#1360](https://github.com/RHSMODS/statusquo/issues/1360)

\[Improved] Severe fix for the Universal Guided Missile (Now working in MP)

\[Improved] Kurganets-25 HUD updated with APS indicators

\[Improved] Fixed T-90M main cannon

\[Improved] Updated K-17 with the new missile system

\[Improved] Updated K-17 HUD with the compatible missile system and APS

\[Improved] Texture size adjustments for the T-90M and Kurganets-25.

\[Improved] Adjusted the log level for the guided missile system on the K-17.

**Fixed**

\[Fixed] Fixed: Ported scripts to AR version 1.7

\[Fixed] Fixed: Glocks were ejecting empty casings from the grip

\[Fixed] Fixed: Supply crates werent added into the garbage collection system - now they will be deleted after 30min unless there is a player within 50m radius

\[Fixed] Incorrect placard pouch texture on a couple of vest presets

\[Fixed] AA-CPC Marksman vest preset to use ATACS-FG Minimap Backpack

\[Fixed] Not being able to turn of voice announcer

\[Fixed] Altama Maritime Boots prefab preview

\[Fixed] K4386 animation workspace errors

\[Fixed] RHS\_M\_ArsenalManagerComponent.c - сompilation error fixed

\[Fixed] Solved duplicate and missing GUIDs; fixes [#1363](https://github.com/RHSMODS/statusquo/issues/1363)

\[Fixed] Solved various T14 texture and shading problems; fixes [#1353](https://github.com/RHSMODS/statusquo/issues/1353)

\[Fixed] Fixed T14 gunner animation graph errors; fixes [#1352](https://github.com/RHSMODS/statusquo/issues/1352)

**Deleted**

\[Removed] Old G3 Pants assets

## 0.15.4955

{% hint style="info" %}

### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4955

*<mark style="color:red;">Date:</mark>* Thursday, May 28, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 8 (4947)

*<mark style="color:red;">Changes:</mark>* 6 additions, 12 improvements, 0 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Universal guided missile platform (WIP)

\[Added] IR homing missile system (WIP)

\[Added] Laser-guided missile system (WIP)

\[Added] APS Softkill system (WIP)

\[Added] New APSV2 Softkill (WIP)

\[Added] Examples of IR and Laser-Guided launchers

**Improved**

\[Improved] Removed placeholder prefab definitions from various particle effects

\[Improved] Kurganets-25 HUD updated with universal missile platform integration

\[Improved] Kornet and Bulat on Kurganets-25 updated for new missile system testing

\[Improved] Collision on Kurganets-25 updated

\[Improved] Toned down IR NVG lights and strobe brightness; fixes [#1360](https://github.com/RHSMODS/statusquo/issues/1360)

\[Improved] Severe fix for the Universal Guided Missile (Now working in MP)

\[Improved] Kurganets-25 HUD updated with APS indicators

\[Improved] Fixed T-90M main cannon

\[Improved] Updated K-17 with the new missile system

\[Improved] Updated K-17 HUD with the compatible missile system and APS

\[Improved] Texture size adjustments for the T-90M and Kurganets-25.

\[Improved] Adjusted the log level for the guided missile system on the K-17.

**Fixed**

**Deleted**

## 0.15.4947

{% hint style="info" %}

### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4947

*<mark style="color:red;">Date:</mark>* Monday, May 25, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 20 (4927)

*<mark style="color:red;">Changes:</mark>* 2 additions, 8 improvements, 3 fixes and 1 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] G3 Shirts in 6 variations (WIP)

\[Added] HK416A5 Initial Release WIP

**Improved**

\[Improved] G3 Pants model and textures

\[Improved] Added G3 Shirts in USMC arsenal

\[Improved] Correct display of G3 name

\[Improved] MARSOC MC units use the new G3 shirts

\[Improved] HK416A5 prefab, skeleton for rails and Firegeo & Colliders

\[Improved] HK416A5 LODs, Textures, Animations (Still WIP)

\[Improved] HK416A5 Improvements, Base prefab config

\[Improved] HK416A5 colliders update

**Fixed**

\[Fixed] Solved duplicate and missing GUIDs; fixes [#1363](https://github.com/RHSMODS/statusquo/issues/1363)

\[Fixed] Solved various T14 texture and shading problems; fixes [#1353](https://github.com/RHSMODS/statusquo/issues/1353)

\[Fixed] Fixed T14 gunner animation graph errors; fixes [#1352](https://github.com/RHSMODS/statusquo/issues/1352)

**Deleted**

\[Removed] Old G3 Pants assets

## 0.15.4927

{% hint style="info" %}

### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4927

*<mark style="color:red;">Date:</mark>* Sunday, May 10, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 2 (4925)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 0 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

**Fixed**

**Deleted**

## 0.15.4925

{% hint style="info" %}

### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4925

*<mark style="color:red;">Date:</mark>* Thursday, May 7, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 14 (4911)

*<mark style="color:red;">Changes:</mark>* 0 additions, 4 improvements, 4 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

\[Improved] K17 and T14 interior probes

\[Improved] K17 and T14 action positions

\[Improved] Vehicle interior lights

\[Improved] Updated AVS EMR texture

**Fixed**

\[Fixed] Not being able to turn of voice announcer

\[Fixed] Altama Maritime Boots prefab preview

\[Fixed] K4386 animation workspace errors

\[Fixed] RHS\_M\_ArsenalManagerComponent.c - сompilation error fixed

**Deleted**

## 0.15.4911

{% hint style="info" %}

### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4911

*<mark style="color:red;">Date:</mark>* Thursday, April 23, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 6 (4905)

*<mark style="color:red;">Changes:</mark>* 0 additions, 1 improvements, 3 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

\[Improved] Remade Rocky boot

**Fixed**

\[Fixed] Fixed: Supply crates werent added into the garbage collection system - now they will be deleted after 30min unless there is a player within 50m radius

\[Fixed] Incorrect placard pouch texture on a couple of vest presets

\[Fixed] AA-CPC Marksman vest preset to use ATACS-FG Minimap Backpack

**Deleted**


# 0.14

This document is regenerated automatically from our systems at a time of a release.

﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿

## 0.14.4905

{% hint style="info" %}

#### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4905

*<mark style="color:red;">Date:</mark>* Tuesday, April 21, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 210 (4695)

*<mark style="color:red;">Changes:</mark>* 36 additions, 34 improvements, 88 fixes and 3 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Added two ARS Arma patches

\[Added] Added M4A1 and M4A1 CQBR with USGI stock. Closes [#1292](https://github.com/RHSMODS/statusquo/issues/1292).

\[Added] Ergo Low Profile Ladder rail covers + presets for (M27, M4, M4 ERGO, M4 Block II, M16A4 and AK rifles with the B30/B31 rail combo.) Closes [#952](https://github.com/RHSMODS/statusquo/issues/952)

\[Added] Added ION Groups - Close Protection Team, Mobile Security Team and Quick Reaction Force.

\[Added] ION Groups - Static Security and Special Projects Team

\[Added] ION M1025 Armed and Armed MDO variants in both standard and desert colours

\[Added] Added ION M1025 variants to ION Configs/EntityCatalog/ION/ION\_Vehicles.conf

\[Added] Added new FROG pants

\[Added] FROG Pants MC to ION\_InventoryItems.conf

\[Added] FROG Pants MC to RHS ION and RHS ION Coy Characters

\[Added] FROG PANTS to USAF FORECON Characters

\[Added] FROG PANTS MC to USAG MARSOC MC Characters

\[Added] Equipment/gear to all RHS\_ION and RHS\_ION\_Coy Characters

\[Added] Equipment/Gear to all RHS\_ION\_Urban and RHS\_ION\_Urban\_Demi Characters.

\[Added] RHS\_ION Armed M1025 Camo Variants

\[Added] RHS\_ION Black Static Group

\[Added] RHS\_ION Black Static and Control the Noise Patches

\[Added] K17\_KaZ Colliders

\[Added] Added LCD Screen subsystem

\[Added] 4 x Box 127x99 M2 to ION M1025s

\[Added] Added new FROG shirt

\[Added] Khaki texture for kneepads

\[Added] BLK MC with G3 kneepads prefab

\[Added] Added Ars Arma A18 (In Coyote and MC colors)

\[Added] Added FAB PDC Dustcover

\[Added] Added FAB AGR47 Pistolgrip

\[Added] Added FAB GL Core Stock

\[Added] Added AK-74M, AK-105, AK-104 and AK-103 with FAB mods

\[Added] Added TV150 vest

\[Added] Added ATACS FG variant of A18 Scanda

\[Added] Added placard for TV119 pouch presets

\[Added] Added kneepads to arsenal.

\[Added] Added Zenitco Vzor-3 collimator sight

\[Added] Map generator plugin preset config files

\[Added] SC ARC V2 Coy to US arsenal

\[Added] Added PKP

**Improved**

\[Improved] Changed: Enlarged many item previews to be easier to identify (rail covers, patches, helmet covers, helmets, headphones, gloves)

\[Improved] Added some USMC helmet variants to arsenal

\[Improved] Added protection for zero division for some scripts

\[Improved] Fixed some spelling mistakes in Call-in menu

\[Improved] Added some more null checks in scripts

\[Improved] Fixed script warnings and hints

\[Improved] Changed: Increased the power of the fake volumetric effect of the flashlights to make them more visible from the front; fixes [#1293](https://github.com/RHSMODS/statusquo/issues/1293)

\[Improved] Changed: Removed from m300 and wml option to cycle modes, as they have only one mode

\[Improved] M40A5 Animations

\[Improved] K4386 simulation configuration

\[Improved] K4386 Vehicle Simple collider to ease collisions with ground clutter

\[Improved] Toned down FROG pants belt

\[Improved] New ECH cover textures to match the uniforms

\[Improved] Tweaked FILBE Assault straps to fit better with new uniform

\[Improved] Replacing tan texture with khaki for MC\_camo prefabs like more accurate and popular color

\[Improved] All kneepad LOD0 models (fix shadows)

\[Improved] Kneepads textures

\[Improved] Improved gain control in NVGs when you start adjusting for the first time; fixes [#1329](https://github.com/RHSMODS/statusquo/issues/1329)

\[Improved] Added two additional high gain levels to NVG for particularly dark nights

\[Improved] Multicam G3 pants and khaki kpads texture

\[Improved] Multicam textures desaturated for all vests and pouches

\[Improved] Color correction for MC HC ECH cover

\[Improved] Tweaked color balance for all FROG camos

\[Improved] Multicam textures desaturated for FROG uniforms

\[Improved] Crye Uniform kneepad inserts are now handled like patches, can be swapped out. Inventory sometimes has trouble displaying them correctly, but works after dropping and reequipping the pants.

\[Improved] Updated ANPRC152A textures; fixes [#1326](https://github.com/RHSMODS/statusquo/issues/1326)

\[Improved] Added LODs to pouches that were missing them; fixes [#1321](https://github.com/RHSMODS/statusquo/issues/1321)

\[Improved] Improved visual of ION parkas

\[Improved] Remade USMC RAT Boots

\[Improved] Kneepads are merged with G3 pants

\[Improved] Added prefabs for all multicam camos

\[Improved] Old G3 pants have been removed from arsenal. Added to USMC crate: MC pants. Added to ION crate: MC TRP, ALP, ARID, BLK pants

\[Improved] Multicam and mc tropic camo textures

\[Improved] Remade Altama Maritime boot

**Fixed**

\[Fixed] Broken PIP Material on TA31

\[Fixed] Fixed bug preventing items being taken from Arsenal

\[Fixed] Leupold MK4 Broken PIP Material

\[Fixed] Fixed: Equipment in pouches and attached to the helmets or other clothing items were not saved with loadout; fixes [#1279](https://github.com/RHSMODS/statusquo/issues/1279) [#1277](https://github.com/RHSMODS/statusquo/issues/1277)

\[Fixed] Fixed 6B47 colliders; fixes [#1276](https://github.com/RHSMODS/statusquo/issues/1276)

\[Fixed] Fixed: Replaced duplicate M4 tan rail cover with tan M16 rail cover

\[Fixed] Fixed: Item preview of 6in rail covers with forward grips which were previously invisible

\[Fixed] Fixed: ECH cat eye helmet attachment preview was showing same generic cloth model as helmet covers

\[Fixed] Fixed: 6M2-1 headphones preview didnt show the mic making it look like 6M2

\[Fixed] Fixed some reticle PIP errors across all scopes

\[Fixed] Fixed: CISS airstrikes werent propagating the author information to the warheads; fixes [#1259](https://github.com/RHSMODS/statusquo/issues/1259)

\[Fixed] STANAG 30rnd mag was not working; fixes [#1278](https://github.com/RHSMODS/statusquo/issues/1278)

\[Fixed] ION faction not working in GameMaster

\[Fixed] USMC Boonie Hat texture error

\[Fixed] Headphones missing inventory item hint string

\[Fixed] Add missing Persistence component to NVG base prefab

\[Fixed] Fixed bad if logic in PlayerController that could cause null reference exception

\[Fixed] Fixed faction radio encryption keys; fixes [#1289](https://github.com/RHSMODS/statusquo/issues/1289)

\[Fixed] ARC V2 Plate Carrier floating magazine slot

\[Fixed] Fixed: Clothing attachments did not supporting new persistence system

\[Fixed] Duplicate ColliderHistoryComponent on ARS ARMA vest

\[Fixed] Mk-153 animation graph workaround fix for crash

\[Fixed] Fixed: Weapon lights were not reacting to their keybinds

\[Fixed] Fixed: Balaclavas had wrong volume setup making it not fit in most storages

\[Fixed] Fixed: Round two of fixing (this time) all weapon lights, so they listen to keybinds

\[Fixed] Fixed: VMEs with weapon lights

\[Fixed] Fixed: Spotlight cone adjustment was not working for su233, klesh2, m300c and wml

\[Fixed] Fixed: su233 and klesh2 were unable to switch back from IR mode with cycle modes keybind

\[Fixed] ANPRC152A animation graph invalid source id; fixes [#1299](https://github.com/RHSMODS/statusquo/issues/1299)

\[Fixed] Fixed ION Characters that were spawning in naked or half clothed.

\[Fixed] Radio frequency resolution to match Reforger v1.6

\[Fixed] Mission config errors & missing SystemsConfig settings

\[Fixed] Fixed potential zero division in RHS\_TouchScreenPMFGPSMarkerIconSelector; fixes [#1314](https://github.com/RHSMODS/statusquo/issues/1314)

\[Fixed] Added additional null pointer check in SCR\_CallInSupportContainer; fixes [#1309](https://github.com/RHSMODS/statusquo/issues/1309)

\[Fixed] Fixed vehicle fuel warning sounds going off even if fuel was full; fixes [#1311](https://github.com/RHSMODS/statusquo/issues/1311)

\[Fixed] Radio beacons can be stuck to objects again; fixes [#1308](https://github.com/RHSMODS/statusquo/issues/1308)

\[Fixed] Fixed refuel action point for T14; fixes [#1312](https://github.com/RHSMODS/statusquo/issues/1312)

\[Fixed] Changed: Disabled RplComponent on the projectiles used by Mk153 and GM94 to maybe make them work in MP

\[Fixed] MEF woodland now uses woodland boonie

\[Fixed] M998 Int Desert material fix

\[Fixed] Fixed: Compilation errors due to the changes in the AR component members structure

\[Fixed] Resaved files for stability

\[Fixed] K17 turrets swap seats and unload casualty actions

\[Fixed] SR-3M invalid animation graph logic

\[Fixed] Changed: Reverted the usage of pure vanilla HDR material when NVG is turned off

\[Fixed] K4386 Missing interaction sounds

\[Fixed] K4386 animation graph errors; fixes [#1324](https://github.com/RHSMODS/statusquo/issues/1324)

\[Fixed] Incorrect fuel tank colliders materials and refuel prompt location

\[Fixed] Use of MaterialCube.xob outside of workbench causing errors; fixes [#1334](https://github.com/RHSMODS/statusquo/issues/1334)

\[Fixed] Rigid Body simulation errors on K17

\[Fixed] Use of defaultPrefab.et outside of workbench causing errors; fixes [#1335](https://github.com/RHSMODS/statusquo/issues/1335)

\[Fixed] ION M1025\_armed\_ION\_base.et (Humvee) Vehicle Animation Component, fixes [#1336](https://github.com/RHSMODS/statusquo/issues/1336)

\[Fixed] Collider material errors on K4386's hull and turret wreckage models

\[Fixed] Fixed K17 Epoch turret default material

\[Fixed] Texture error on inversed US flag patch

\[Fixed] Fixed default material on K17 driver smokes, IL76\_base

\[Fixed] Unrequired SaveFileName keyword from mission configs

\[Fixed] Missing GUID for the PSO1M2-1.edds file

\[Fixed] Added null checks in RHS\_M\_PlayerController. Thanks to @mkungen89 for heads up; fixes [#1340](https://github.com/RHSMODS/statusquo/issues/1340)

\[Fixed] Cleaned up and inserted null checks in RHS\_WeaponAnimationComponent. Thanks to @mkungen89 for heads up; fixes [#1341](https://github.com/RHSMODS/statusquo/issues/1341)

\[Fixed] Added null checks in RHS\_RadialMenuDisplay. Thanks to @mkungen89 for heads up; fixes [#1342](https://github.com/RHSMODS/statusquo/issues/1342)

\[Fixed] Removed redundant cache nullification in RHS\_RadialMenu. Thanks to @mkungen89 for heads up; fixes [#1343](https://github.com/RHSMODS/statusquo/issues/1343)

\[Fixed] Added null check in Init of RHS\_GPSDataLinkComponent. Thanks to @mkungen89 for heads up; fixes [#1339](https://github.com/RHSMODS/statusquo/issues/1339)

\[Fixed] G3 Pants

\[Fixed] Fixed: Replaced \_base.et variants of prefabs (mags, smokes, and frags) being used by ION characters

\[Fixed] Some problems with kneepads rig

\[Fixed] Character legs disappear in arsenal inventory after removing G3 pants

\[Fixed] Collider material errors on the new FAB attachment models

\[Fixed] Fixed up FROG shirt normal map issues; fixes [#1349](https://github.com/RHSMODS/statusquo/issues/1349)

\[Fixed] Fixed T14 Players getting stuck when switching seats

\[Fixed] Optic issues with a small handful of AK104 variants

\[Fixed] AK104 prefab that allowed scopes to be attached on wrong slot

\[Fixed] Incorrect Coyote strings on various prefabs

\[Fixed] Meshobject errors on ECH helmet covers

\[Fixed] 6B7 EnvReflMap material error

\[Fixed] Additional missing strings on A18 vest pouch presets

\[Fixed] Missing ground collider for TV150 vest

\[Fixed] Ground collider issues for Lshz LC helmet & TOR cover

\[Fixed] Missing strings on TV150 vests

\[Fixed] Remade button operation sound acp for latest Enfusion spec

\[Fixed] Material errors on FROG pants

\[Fixed] USMC RAT Boots prefab preview

\[Fixed] Missing item collider on the X Ultra Pioneer shoes

\[Fixed] Map generator plugin for Workbench

\[Fixed] Missing ground colliders for the Sordin headsets

\[Fixed] PMFGPSMapWidgetComponent VME errors

\[Fixed] Fixed: Ported scripts to AR version 1.7

\[Fixed] Fixed: Glocks were ejecting empty casings from the grip

**Deleted**

\[Removed] Disabled all EARHS code to prevent unwanted side effects, until it will be fully rewritten

\[Removed] Removed all remaining assets co-authored by Vergy

\[Removed] All single kneepads assets and prefabs

## 0.14.4899

{% hint style="info" %}

#### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4899

*<mark style="color:red;">Date:</mark>* Monday, April 20, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 13 (4886)

*<mark style="color:red;">Changes:</mark>* 2 additions, 1 improvements, 1 fixes and 0 deletions.
{% endhint %}

**Added**

\[Added] SC ARC V2 Coy to US arsenal

\[Added] Added PKP

**Improved**

\[Improved] Remade Altama Maritime boot

**Fixed**

\[Fixed] PMFGPSMapWidgetComponent VME errors

**Deleted**

## 0.14.4886

{% hint style="info" %}

#### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4886

*<mark style="color:red;">Date:</mark>* Friday, April 17, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 11 (4875)

*<mark style="color:red;">Changes:</mark>* 1 additions, 4 improvements, 6 fixes and 1 deletions.
{% endhint %}

**Added**

\[Added] Map generator plugin preset config files

**Improved**

\[Improved] Kneepads are merged with G3 pants

\[Improved] Added prefabs for all multicam camos

\[Improved] Old G3 pants have been removed from arsenal. Added to USMC crate: MC pants. Added to ION crate: MC TRP, ALP, ARID, BLK pants

\[Improved] Multicam and mc tropic camo textures

**Fixed**

\[Fixed] Remade button operation sound acp for latest Enfusion spec

\[Fixed] Material errors on FROG pants

\[Fixed] USMC RAT Boots prefab preview

\[Fixed] Missing item collider on the X Ultra Pioneer shoes

\[Fixed] Map generator plugin for Workbench

\[Fixed] Missing ground colliders for the Sordin headsets

**Deleted**

\[Removed] All single kneepads assets and prefabs

## 0.14.4875

{% hint style="info" %}

#### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4875

*<mark style="color:red;">Date:</mark>* Wednesday, April 15, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 40 (4835)

*<mark style="color:red;">Changes:</mark>* 5 additions, 10 improvements, 13 fixes and 1 deletions.
{% endhint %}

**Added**

\[Added] Added TV150 vest

\[Added] Added ATACS FG variant of A18 Scanda

\[Added] Added placard for TV119 pouch presets

\[Added] Added kneepads to arsenal.

\[Added] Added Zenitco Vzor-3 collimator sight

**Improved**

\[Improved] Multicam G3 pants and khaki kpads texture

\[Improved] Multicam textures desaturated for all vests and pouches

\[Improved] Color correction for MC HC ECH cover

\[Improved] Tweaked color balance for all FROG camos

\[Improved] Multicam textures desaturated for FROG uniforms

\[Improved] Crye Uniform kneepad inserts are now handled like patches, can be swapped out. Inventory sometimes has trouble displaying them correctly, but works after dropping and reequipping the pants.

\[Improved] Updated ANPRC152A textures; fixes [#1326](https://github.com/RHSMODS/statusquo/issues/1326)

\[Improved] Added LODs to pouches that were missing them; fixes [#1321](https://github.com/RHSMODS/statusquo/issues/1321)

\[Improved] Improved visual of ION parkas

\[Improved] Remade USMC RAT Boots

**Fixed**

\[Fixed] Character legs disappear in arsenal inventory after removing G3 pants

\[Fixed] Collider material errors on the new FAB attachment models

\[Fixed] Fixed up FROG shirt normal map issues; fixes [#1349](https://github.com/RHSMODS/statusquo/issues/1349)

\[Fixed] Fixed T14 Players getting stuck when switching seats

\[Fixed] Optic issues with a small handful of AK104 variants

\[Fixed] AK104 prefab that allowed scopes to be attached on wrong slot

\[Fixed] Incorrect Coyote strings on various prefabs

\[Fixed] Meshobject errors on ECH helmet covers

\[Fixed] 6B7 EnvReflMap material error

\[Fixed] Additional missing strings on A18 vest pouch presets

\[Fixed] Missing ground collider for TV150 vest

\[Fixed] Ground collider issues for Lshz LC helmet & TOR cover

\[Fixed] Missing strings on TV150 vests

**Deleted**

\[Removed] Removed all remaining assets co-authored by Vergy

## 0.14.4835

{% hint style="info" %}

#### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4835

*<mark style="color:red;">Date:</mark>* Monday, March 30, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 40 (4795)

*<mark style="color:red;">Changes:</mark>* 11 additions, 8 improvements, 21 fixes and 0 deletions.
{% endhint %}

**Added**

\[Added] K17\_KaZ Colliders

\[Added] Added LCD Screen subsystem

\[Added] 4 x Box 127x99 M2 to ION M1025s

\[Added] Added new FROG shirt

\[Added] Khaki texture for kneepads

\[Added] BLK MC with G3 kneepads prefab

\[Added] Added Ars Arma A18 (In Coyote and MC colors)

\[Added] Added FAB PDC Dustcover

\[Added] Added FAB AGR47 Pistolgrip

\[Added] Added FAB GL Core Stock

\[Added] Added AK-74M, AK-105, AK-104 and AK-103 with FAB mods

**Improved**

\[Improved] Toned down FROG pants belt

\[Improved] New ECH cover textures to match the uniforms

\[Improved] Tweaked FILBE Assault straps to fit better with new uniform

\[Improved] Replacing tan texture with khaki for MC\_camo prefabs like more accurate and popular color

\[Improved] All kneepad LOD0 models (fix shadows)

\[Improved] Kneepads textures

\[Improved] Improved gain control in NVGs when you start adjusting for the first time; fixes [#1329](https://github.com/RHSMODS/statusquo/issues/1329)

\[Improved] Added two additional high gain levels to NVG for particularly dark nights

**Fixed**

\[Fixed] K4386 Missing interaction sounds

\[Fixed] K4386 animation graph errors; fixes [#1324](https://github.com/RHSMODS/statusquo/issues/1324)

\[Fixed] Incorrect fuel tank colliders materials and refuel prompt location

\[Fixed] Use of MaterialCube.xob outside of workbench causing errors; fixes [#1334](https://github.com/RHSMODS/statusquo/issues/1334)

\[Fixed] Rigid Body simulation errors on K17

\[Fixed] Use of defaultPrefab.et outside of workbench causing errors; fixes [#1335](https://github.com/RHSMODS/statusquo/issues/1335)

\[Fixed] ION M1025\_armed\_ION\_base.et (Humvee) Vehicle Animation Component, fixes [#1336](https://github.com/RHSMODS/statusquo/issues/1336)

\[Fixed] Collider material errors on K4386's hull and turret wreckage models

\[Fixed] Fixed K17 Epoch turret default material

\[Fixed] Texture error on inversed US flag patch

\[Fixed] Fixed default material on K17 driver smokes, IL76\_base

\[Fixed] Unrequired SaveFileName keyword from mission configs

\[Fixed] Missing GUID for the PSO1M2-1.edds file

\[Fixed] Added null checks in RHS\_M\_PlayerController. Thanks to @mkungen89 for heads up; fixes [#1340](https://github.com/RHSMODS/statusquo/issues/1340)

\[Fixed] Cleaned up and inserted null checks in RHS\_WeaponAnimationComponent. Thanks to @mkungen89 for heads up; fixes [#1341](https://github.com/RHSMODS/statusquo/issues/1341)

\[Fixed] Added null checks in RHS\_RadialMenuDisplay. Thanks to @mkungen89 for heads up; fixes [#1342](https://github.com/RHSMODS/statusquo/issues/1342)

\[Fixed] Removed redundant cache nullification in RHS\_RadialMenu. Thanks to @mkungen89 for heads up; fixes [#1343](https://github.com/RHSMODS/statusquo/issues/1343)

\[Fixed] Added null check in Init of RHS\_GPSDataLinkComponent. Thanks to @mkungen89 for heads up; fixes [#1339](https://github.com/RHSMODS/statusquo/issues/1339)

\[Fixed] G3 Pants

\[Fixed] Fixed: Replaced \_base.et variants of prefabs (mags, smokes, and frags) being used by ION characters

\[Fixed] Some problems with kneepads rig

**Deleted**

## 0.14.4795

{% hint style="info" %}

#### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4795

*<mark style="color:red;">Date:</mark>* Friday, February 6, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 1 (4794)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 1 fixes and 0 deletions.
{% endhint %}

**Added**

**Improved**

**Fixed**

\[Fixed] Changed: Reverted the usage of pure vanilla HDR material when NVG is turned off

**Deleted**

## 0.14.4794

{% hint style="info" %}

#### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4794

*<mark style="color:red;">Date:</mark>* Friday, February 6, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 18 (4776)

*<mark style="color:red;">Changes:</mark>* 5 additions, 2 improvements, 3 fixes and 0 deletions.
{% endhint %}

**Added**

\[Added] Equipment/gear to all RHS\_ION and RHS\_ION\_Coy Characters

\[Added] Equipment/Gear to all RHS\_ION\_Urban and RHS\_ION\_Urban\_Demi Characters.

\[Added] RHS\_ION Armed M1025 Camo Variants

\[Added] RHS\_ION Black Static Group

\[Added] RHS\_ION Black Static and Control the Noise Patches

**Improved**

\[Improved] K4386 simulation configuration

\[Improved] K4386 Vehicle Simple collider to ease collisions with ground clutter

**Fixed**

\[Fixed] Resaved files for stability

\[Fixed] K17 turrets swap seats and unload casualty actions

\[Fixed] SR-3M invalid animation graph logic

**Deleted**

## 0.14.4776

{% hint style="info" %}

#### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4776

*<mark style="color:red;">Date:</mark>* Thursday, January 29, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 15 (4761)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 3 fixes and 0 deletions.
{% endhint %}

**Added**

**Improved**

**Fixed**

\[Fixed] MEF woodland now uses woodland boonie

\[Fixed] M998 Int Desert material fix

\[Fixed] Fixed: Compilation errors due to the changes in the AR component members structure

**Deleted**

## 0.14.4761

{% hint style="info" %}

#### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4761

*<mark style="color:red;">Date:</mark>* Friday, January 16, 2026

*<mark style="color:red;">Revisions Since Last:</mark>* 23 (4738)

*<mark style="color:red;">Changes:</mark>* 12 additions, 2 improvements, 13 fixes and 0 deletions.
{% endhint %}

**Added**

\[Added] Added two ARS Arma patches

\[Added] Added M4A1 and M4A1 CQBR with USGI stock. Closes [#1292](https://github.com/RHSMODS/statusquo/issues/1292).

\[Added] Ergo Low Profile Ladder rail covers + presets for (M27, M4, M4 ERGO, M4 Block II, M16A4 and AK rifles with the B30/B31 rail combo.) Closes [#952](https://github.com/RHSMODS/statusquo/issues/952)

\[Added] Added ION Groups - Close Protection Team, Mobile Security Team and Quick Reaction Force.

\[Added] ION Groups - Static Security and Special Projects Team

\[Added] ION M1025 Armed and Armed MDO variants in both standard and desert colours

\[Added] Added ION M1025 variants to ION Configs/EntityCatalog/ION/ION\_Vehicles.conf

\[Added] Added new FROG pants

\[Added] FROG Pants MC to ION\_InventoryItems.conf

\[Added] FROG Pants MC to RHS ION and RHS ION Coy Characters

\[Added] FROG PANTS to USAF FORECON Characters

\[Added] FROG PANTS MC to USAG MARSOC MC Characters

**Improved**

\[Improved] Changed: Removed from m300 and wml option to cycle modes, as they have only one mode

\[Improved] M40A5 Animations

**Fixed**

\[Fixed] Fixed: VMEs with weapon lights

\[Fixed] Fixed: Spotlight cone adjustment was not working for su233, klesh2, m300c and wml

\[Fixed] Fixed: su233 and klesh2 were unable to switch back from IR mode with cycle modes keybind

\[Fixed] ANPRC152A animation graph invalid source id; fixes [#1299](https://github.com/RHSMODS/statusquo/issues/1299)

\[Fixed] Fixed ION Characters that were spawning in naked or half clothed.

\[Fixed] Radio frequency resolution to match Reforger v1.6

\[Fixed] Mission config errors & missing SystemsConfig settings

\[Fixed] Fixed potential zero division in RHS\_TouchScreenPMFGPSMarkerIconSelector; fixes [#1314](https://github.com/RHSMODS/statusquo/issues/1314)

\[Fixed] Added additional null pointer check in SCR\_CallInSupportContainer; fixes [#1309](https://github.com/RHSMODS/statusquo/issues/1309)

\[Fixed] Fixed vehicle fuel warning sounds going off even if fuel was full; fixes [#1311](https://github.com/RHSMODS/statusquo/issues/1311)

\[Fixed] Radio beacons can be stuck to objects again; fixes [#1308](https://github.com/RHSMODS/statusquo/issues/1308)

\[Fixed] Fixed refuel action point for T14; fixes [#1312](https://github.com/RHSMODS/statusquo/issues/1312)

\[Fixed] Changed: Disabled RplComponent on the projectiles used by Mk153 and GM94 to maybe make them work in MP

**Deleted**

## 0.14.4738

{% hint style="info" %}

#### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4738

*<mark style="color:red;">Date:</mark>* Friday, December 12, 2025

*<mark style="color:red;">Revisions Since Last:</mark>* 1 (4737)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 1 fixes and 0 deletions.
{% endhint %}

**Added**

**Improved**

**Fixed**

\[Fixed] Fixed: Round two of fixing (this time) all weapon lights, so they listen to keybinds

**Deleted**

## 0.14.4737

{% hint style="info" %}

#### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4737

*<mark style="color:red;">Date:</mark>* Thursday, December 11, 2025

*<mark style="color:red;">Revisions Since Last:</mark>* 8 (4729)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 4 fixes and 0 deletions.
{% endhint %}

**Added**

**Improved**

**Fixed**

\[Fixed] Duplicate ColliderHistoryComponent on ARS ARMA vest

\[Fixed] Mk-153 animation graph workaround fix for crash

\[Fixed] Fixed: Weapon lights were not reacting to their keybinds

\[Fixed] Fixed: Balaclavas had wrong volume setup making it not fit in most storages

**Deleted**

## 0.14.4729

{% hint style="info" %}

#### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4729

*<mark style="color:red;">Date:</mark>* Thursday, December 4, 2025

*<mark style="color:red;">Revisions Since Last:</mark>* 20 (4709)

*<mark style="color:red;">Changes:</mark>* 0 additions, 5 improvements, 9 fixes and 1 deletions.
{% endhint %}

**Added**

**Improved**

\[Improved] Added protection for zero division for some scripts

\[Improved] Fixed some spelling mistakes in Call-in menu

\[Improved] Added some more null checks in scripts

\[Improved] Fixed script warnings and hints

\[Improved] Changed: Increased the power of the fake volumetric effect of the flashlights to make them more visible from the front; fixes [#1293](https://github.com/RHSMODS/statusquo/issues/1293)

**Fixed**

\[Fixed] STANAG 30rnd mag was not working; fixes [#1278](https://github.com/RHSMODS/statusquo/issues/1278)

\[Fixed] ION faction not working in GameMaster

\[Fixed] USMC Boonie Hat texture error

\[Fixed] Headphones missing inventory item hint string

\[Fixed] Add missing Persistence component to NVG base prefab

\[Fixed] Fixed bad if logic in PlayerController that could cause null reference exception

\[Fixed] Fixed faction radio encryption keys; fixes [#1289](https://github.com/RHSMODS/statusquo/issues/1289)

\[Fixed] ARC V2 Plate Carrier floating magazine slot

\[Fixed] Fixed: Clothing attachments did not supporting new persistence system

**Deleted**

\[Removed] Disabled all EARHS code to prevent unwanted side effects, until it will be fully rewritten

## 0.14.4709

{% hint style="info" %}

#### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4709

*<mark style="color:red;">Date:</mark>* Friday, November 7, 2025

*<mark style="color:red;">Revisions Since Last:</mark>* 10 (4699)

*<mark style="color:red;">Changes:</mark>* 0 additions, 2 improvements, 9 fixes and 0 deletions.
{% endhint %}

**Added**

**Improved**

\[Improved] Changed: Enlarged many item previews to be easier to identify (rail covers, patches, helmet covers, helmets, headphones, gloves)

\[Improved] Added some USMC helmet variants to arsenal

**Fixed**

\[Fixed] Leupold MK4 Broken PIP Material

\[Fixed] Fixed: Equipment in pouches and attached to the helmets or other clothing items were not saved with loadout; fixes [#1279](https://github.com/RHSMODS/statusquo/issues/1279) [#1277](https://github.com/RHSMODS/statusquo/issues/1277)

\[Fixed] Fixed 6B47 colliders; fixes [#1276](https://github.com/RHSMODS/statusquo/issues/1276)

\[Fixed] Fixed: Replaced duplicate M4 tan rail cover with tan M16 rail cover

\[Fixed] Fixed: Item preview of 6in rail covers with forward grips which were previously invisible

\[Fixed] Fixed: ECH cat eye helmet attachment preview was showing same generic cloth model as helmet covers

\[Fixed] Fixed: 6M2-1 headphones preview didnt show the mic making it look like 6M2

\[Fixed] Fixed some reticle PIP errors across all scopes

\[Fixed] Fixed: CISS airstrikes werent propagating the author information to the warheads; fixes [#1259](https://github.com/RHSMODS/statusquo/issues/1259)

**Deleted**

## 0.14.4699

{% hint style="info" %}

#### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4699

*<mark style="color:red;">Date:</mark>* Friday, October 31, 2025

*<mark style="color:red;">Revisions Since Last:</mark>* 3 (4696)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 2 fixes and 0 deletions.
{% endhint %}

**Added**

**Improved**

**Fixed**

\[Fixed] Broken PIP Material on TA31

\[Fixed] Fixed bug preventing items being taken from Arsenal

**Deleted**

## 0.14.4696

{% hint style="info" %}

#### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4696

*<mark style="color:red;">Date:</mark>* Thursday, October 30, 2025

*<mark style="color:red;">Revisions Since Last:</mark>* 17 (4679)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 16 fixes and 0 deletions.
{% endhint %}

**Added**

**Improved**

**Fixed**

\[Fixed] SU-253 Reticle Mip Generation; fixes [#1261](https://github.com/RHSMODS/statusquo/issues/1261)

\[Fixed] 1.6: Fixed buggy NVG HDR mats; fixes [#1263](https://github.com/RHSMODS/statusquo/issues/1263)

\[Fixed] 1.6: Fixed broken FCS layout inheritance; fixes [#1268](https://github.com/RHSMODS/statusquo/issues/1268)

\[Fixed] 1.6: Fixed broken arsenal and resave capability with attachment sliding; fixes [#1265](https://github.com/RHSMODS/statusquo/issues/1265)

\[Fixed] 1.6: Arsenal saving missing items added for both MSV and USMC

\[Fixed] 1.6: Script errors in inventory UI connected to armor plates

\[Fixed] 1.6: Headgear component GUIDs in line with 1.6 unification; fixes [#1266](https://github.com/RHSMODS/statusquo/issues/1266)

\[Fixed] 1.6: Getting in tracked vehicles was causing crash; fixes [#1270](https://github.com/RHSMODS/statusquo/issues/1270)

\[Fixed] Animation Issues with M40A5

\[Fixed] 1.6 Backblast Damage on MK153

\[Fixed] M27 Handling audio issues

\[Fixed] Open Top M27 Pouch Incorrect index

\[Fixed] 1.6 T14 3BM60 Incorrect Ammo Mapping

\[Fixed] 1.6 K17 9M133/AGS-30 Incorrect Ammo Mapping

\[Fixed] 1.6: Fix 122 and 125mm vehicle shells not working

\[Fixed] Fixed Tucha smoke life and magazine setup

**Deleted**

## 0.14.4695

{% hint style="info" %}

#### **Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4695

*<mark style="color:red;">Date:</mark>* Monday, October 27, 2025

*<mark style="color:red;">Revisions Since Last:</mark>* 0 (4695)

*<mark style="color:red;">Changes:</mark>* 47 additions, 47 improvements, 111 fixes and 29 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Added: Rangefinder\_Base prefab for further use

\[Added] USMC MEF Crewman prefabs

\[Added] Added RPO-A

\[Added] Added RPO-D

\[Added] AFRF BRDM2

\[Added] Added AK-103

\[Added] Added AK-104

\[Added] Added few new round types like 9x19 - M1152, M1153, 7N21, 7N31, 9x18 - 7N25, 7.62x51 - M118 SB LR, M118 SB LR Mk316 Mod 0, M852, M993 AP, 7.62x39 - 57N231U (subsonic), 57BZ231, 57N231 (1989), 7N23, 5.56x45 - Mk262, Mk318, 5.45x49 - 7N24M, 7N39. There are no magazines to use those bullets yet!

\[Added] Added various ammo types for AK-103

\[Added] Added new PC G3 model

\[Added] Added KBS Strelok vest

\[Added] Added new ECH lowcut cover; closes [#1188](https://github.com/RHSMODS/statusquo/issues/1188)

\[Added] Added cat eye band for ECH helmets

\[Added] Added: On screen indicator for NVG illuminator being turned ON (red dot on the right side)

\[Added] Added new FILBE Hydration Pack model; fixes issue [#1185](https://github.com/RHSMODS/statusquo/issues/1185)

\[Added] Added few more magazines for M17 loaded with different rounds (M1152, M1153)

\[Added] Added Shaw Concepts ARC V2 with groin protection and few new pouches

\[Added] Added Cat Ears

\[Added] Added: Field manual entry for CISS (in commanding category); fixes [#1213](https://github.com/RHSMODS/statusquo/issues/1213)

\[Added] Added: Ballistic table gadget for 2S1 SPH to the MSV arsenal

\[Added] Custom explosion effect for the GM-94 thermobaric projectile

\[Added] Added new FILBE Assault backpack models (light and heavy variants); closes [#1186](https://github.com/RHSMODS/statusquo/issues/1186)

\[Added] Replaced USMC Boonie hat textures

\[Added] Added AK-200

\[Added] Added AK-205

\[Added] Added Zenitco PT-1 stock

\[Added] Added Zenitco B-33 dust cover

\[Added] Added Zenitco RK-3 pistol grip

\[Added] Added Zenitco B-9M mount

\[Added] Added Zenitco DTK-2 muzzle brake

\[Added] Added Zenitco AKs to Olive RG Units

\[Added] Added Zenitco B33 (FDE)

\[Added] Added Zenitco PT-1 (FDE)

\[Added] Added FDE Zenitco AKs to SSO units

\[Added] Added Zenit B30 handguard

\[Added] Added Zenit B31 gastube cover

\[Added] Added Zenit B31S gastube cover

\[Added] Added Zenit DTK-1 muzzle device

\[Added] Added Zenitco RK-0 foregrip

\[Added] Added Zenitco RK-1 foregrip

\[Added] Added Zenitco RK-2 foregrip

\[Added] Added Zenitco RK-6 foregrip

\[Added] Added Zenitco B25U mount

\[Added] Added Initial Set of RK Foregrip Animations

\[Added] Added new ECH Highcut cover models; fixes [#1187](https://github.com/RHSMODS/statusquo/issues/1187)

\[Added] Added M16A4

\[Added] Added M203 with SU-253/PEQ sight (black/tan/pink) to M4 Block II and M16A4; fixes [#618](https://github.com/RHSMODS/statusquo/issues/618)

**Improved**

\[Improved] PDU4 and Vector21 inherit from Rangefinder\_Base

\[Improved] Improved rangefinder prefab generalization

\[Improved] UBGL loadout set for JPC with mixed pouches and Ranger Green zip-on panel, has been renamed with RG color tag and grouped with the RG JPC sets in Arsenal

\[Improved] Added ID/ref numbers to displaynames for Black MCam JPC pouch presets

\[Improved] Corrected base AVS weight to be 1.3kg; fixes [#1144](https://github.com/RHSMODS/statusquo/issues/1144)

\[Improved] Additional error handling for the vehicle screens

\[Improved] Replaced AK-105 model with new one

\[Improved] Test public update

\[Improved] Public update 2

\[Improved] Updated Conflict scenario layers

\[Improved] Tweaked dispersion across all bullet types so new bullets make sense - i.e. 7.62x51 OTM bullets are more accurate compared to M80 ball

\[Improved] Updated MSV vs FIA Combat Ops scenario

\[Improved] Updated USMC vs MSV Combat Ops scenario

\[Improved] Added preview images for VKPO groups

\[Improved] Added and unified asset browser pictures for groups

\[Improved] Configured USMC vehicle pool in Conflict

\[Improved] Updated Conflict scenarios

\[Improved] Added RHS helicopters to helipad whitelist in order to be able to place helicopters on top of helipad...

\[Improved] Testing workshop changelogs when there is change in 2nd addon

\[Improved] Test public commit

\[Improved] Changed: Configured NVG action hints fade in and fade out after a little bit of delay

\[Improved] Changed: Description of the call-in will now mark failed requirements with red text.

\[Improved] Changed: Cannot perform reason shown for requesting call-in actions will now be red to stand out from the action title.

\[Improved] Color correction of PC G3 and some pouches

\[Improved] Changed: NCPC (AOR1, AOR2, MC) will now block vest slot when worn

\[Improved] 3of36 Explosion particles

\[Improved] Turret sounds for K17 and T14

\[Improved] Changed: Increased 2S1 Projectile range from 6.2km to \~9.2km (60% or irl capability)

\[Improved] Improved: Upgraded ION Neko Ears to C.A.T.S.

\[Improved] RPO-A Effects and sounds

\[Improved] Shot sounds for GM94, recoil

\[Improved] Replaced AK-74M/105 with AK-200/205 for ATACS RG units

\[Improved] Replaced RPG-7 with RPO-A for ATACS RG units

\[Improved] Vkpo3.0 atacs var

\[Improved] Added some AK103/104 to RG Olive units

\[Improved] Removed US/USSR labels from AFRF/USMC structure prefabs

\[Improved] 30mm HE explosion effects (and 30mm HE and HEI has a little bit different explosion effects)

\[Improved] And optimized 9m133 explosion and trail effects

\[Improved] Replaced AK-74M mesh with new one

\[Improved] Each AK from 100 series now have different texture

\[Improved] Slightly adjusted Zenitco FDE handguards to match other Zenitco parts

\[Improved] Reduced radius of Fold stock action on AK-74M that was blocking other actions; fixes [#1159](https://github.com/RHSMODS/statusquo/issues/1159)

\[Improved] Added keybindings for binocular range and azimuth finding to control menu; fixes [#1163](https://github.com/RHSMODS/statusquo/issues/1163)

\[Improved] Some string updates

\[Improved] M27 KAC Foregrip Animations

\[Improved] AK74M/AK103/AK104/AK105/AK200/AK205 prefabs attachment slot configurations

\[Improved] Reorganized AFRF inventory catalog

**Fixed**

\[Fixed] Colored strap variants of GPS watches weren't allocated to faction Arsenals

\[Fixed] Fixed Russians unable to call UMPK via Vector21

\[Fixed] Fixed T14 commander optic zoom

\[Fixed] Fix for K17 ramp crashing on probe update when vehicle killed

\[Fixed] Changed explosion sound of t14 era from vehicle explosion to more appropriate one

\[Fixed] Changed era explosion particle to more appropriate one

\[Fixed] Fixed k17 HE projectiles were missing explosion sound

\[Fixed] Green hmvvw with pas13g was missing rangefinder and optic zoom

\[Fixed] Fixed triplex getting stuck on exit in vehicles; fixes [#1128](https://github.com/RHSMODS/statusquo/issues/1128)

\[Fixed] Cleaned out obsolete "name" parameter that was producing error spam from some weapon attachment slots

\[Fixed] Coyote Brown UBGL loadout set for JPC wasn't blocking backpack slot like it should

\[Fixed] Black MCam JPC pouch presets with zip-on panels, didn't block backpack slots

\[Fixed] Fixed T-14 had no reload context

\[Fixed] Fixed an issue that allowed the ranked arsenal lock to be bypassed

\[Fixed] Mk 4 reticle blurry when on low gfx settings

\[Fixed] Fixed M4 Block II deployed left hand position

\[Fixed] Fixed t-14 side racks were causing overpenetration of t-14 hull

\[Fixed] Fixed, gpsradiobeacon lasted for 1.5 minutes instead of 15

\[Fixed] Fixed PO4x24 PiP not working; fixes [#1146](https://github.com/RHSMODS/statusquo/issues/1146)

\[Fixed] Fixed supply drop crashing servers

\[Fixed] Fixed supply box callin sound file errors

\[Fixed] Fixed various prefab errors caused by removed keywords

\[Fixed] Fixed TV110 vest prefab errors

\[Fixed] Fixed PASGT base helmet prefab errors caused by removed keywords

\[Fixed] Balaclava weight

\[Fixed] Eyewear items weight

\[Fixed] Fixed backblast on the MK153 SMAW

\[Fixed] Fixed T-14 and K-17 had no 3d sound positioning

\[Fixed] Fixed the colliders on the PC Gen III vest

\[Fixed] Corrected class references in entity catalogs

\[Fixed] Fixed missing strings on clothing & patch prefabs

\[Fixed] Fixed K4386 Engine sound had broken spatiality

\[Fixed] Hidden vanilla body mesh for vkpo pants

\[Fixed] Fixed weir AI turret behavior for vehicles, thanks to Blue and folks at GC

\[Fixed] Fixed back velcro point on helmets no longer working; fixes [#1171](https://github.com/RHSMODS/statusquo/issues/1171)

\[Fixed] Fixes T14 being stuck in forward driver triplex; fixes issue [#1165](https://github.com/RHSMODS/statusquo/issues/1165)

\[Fixed] Fixed: Camera no longer snaps abruptly when entering vehicle turrets in first-person view; fixes [#1175](https://github.com/RHSMODS/statusquo/issues/1175)

\[Fixed] Fixes crash related to trying to open T14 hatch; fixes [#1164](https://github.com/RHSMODS/statusquo/issues/1164)

\[Fixed] Fixed PC Gen 3 weight, now 23% lighter than Gen 2 as stated in description; fixes [#1156](https://github.com/RHSMODS/statusquo/issues/1156)

\[Fixed] Fixed Mi-8MT with pylons was not able to fire its rockets

\[Fixed] Fixed USMC groups not being buildable in living quarters

\[Fixed] Fixed Mi-8 static decal prefab had extra damage manager which was not necessary

\[Fixed] AK103/105 collider errors.

\[Fixed] Fixed test penetration values of 7N6

\[Fixed] Fixed MSV arsenal boxes in CP MSV vs FIA - fixes [#1206](https://github.com/RHSMODS/statusquo/issues/1206)

\[Fixed] Missing antennas in RHS conflict

\[Fixed] Fixed: functionality of adding blems to the NV effect

\[Fixed] Fixed: Instance where server would have seen different cooldown time than users when call-in was canceled.

\[Fixed] Fixed: Potential fix to the issue where call-in timer doesnt count down; fixes [#1207](https://github.com/RHSMODS/statusquo/issues/1207)

\[Fixed] GPS2 grip prefab errors

\[Fixed] RMR optic prefab RplComponent errors

\[Fixed] PCGen III Light was using the wrong preview model

\[Fixed] Fixed: PC Gen. III triple mag pouch had wrong position for its mags

\[Fixed] Fixed 1p87(new) had wrong reticle position

\[Fixed] Resolved GUID errors with Spartan3 helmet's ground models

\[Fixed] Fixed missing interaction points on M17 for magazine and safety in inspection mode

\[Fixed] Fixed: Exploit for using thermals with NVG when using fullscreen toggle keybinds

\[Fixed] Fixed: AN-94 showed a 3 round burst icon despite the fact that the rifle has a 2 round burst; fixes [#1226](https://github.com/RHSMODS/statusquo/issues/1226)

\[Fixed] Fixed: Wrong range shown when adjusting the AN-94 sights to 500 and 600m

\[Fixed] Fixed: NVG grain effect wouldnt be visible with lower texture quality

\[Fixed] Various helmet collider issues

\[Fixed] Proc anim error on klesh2 light prefab

\[Fixed] Camera position for the prefab preview of the 6B45 vests

\[Fixed] Fixed: Not being able to reload the 2S1 - user action same as on the LAV is present on the back of the 2S1

\[Fixed] Restored old GUID for Optic\_PSO1M2-1\_HDR.emat

\[Fixed] TV-119 vest ground model collider; fixes [#1244](https://github.com/RHSMODS/statusquo/issues/1244)

\[Fixed] Fixed KBS Strelok wrong colliders

\[Fixed] Fixed ARC V2 groin protection being not weighted

\[Fixed] Equip strings on the AK200 and AK205

\[Fixed] GP106 RGD pouch wrong volume

\[Fixed] TV-102 EMR vest prefab numbering strings

\[Fixed] 30mm HE wasnt had light on explosion

\[Fixed] 2a42 muzzle flash didnt had light

\[Fixed] PC Gen 3 Collider was interacting wrong with plates; fixes [#1246](https://github.com/RHSMODS/statusquo/issues/1246)

\[Fixed] USMC Boonie collider was wrong

\[Fixed] Bad CPC ArsArma collider import settings

\[Fixed] Fix disappearing RU pants at distance; fixes [#1250](https://github.com/RHSMODS/statusquo/issues/1250)

\[Fixed] PixelSizeScale inheritance on various clothing prefabs; fixes [#1250](https://github.com/RHSMODS/statusquo/issues/1250)

\[Fixed] Required rank settings on binoculars for RHS factions; fixes [#1247](https://github.com/RHSMODS/statusquo/issues/1247)

\[Fixed] Attachment positions on the EXFIL Ballistic helmet when wearing a cover

\[Fixed] Various helmet and helmet cover strings being incorrect

\[Fixed] Removed unintended first-person rendering of various helmet attachments

\[Fixed] Strings & prefab fixes for the ARC V2 Plate Carrier

\[Fixed] Fixed broken colliders on MBUS Rear and Front Irons

\[Fixed] Fixed LT706 Bipod not animating in some cases

\[Fixed] Fixed folding stocks not animating properly on AK's

\[Fixed] Fixed GM94 zeroing

\[Fixed] Fixed duplicate foregrip attachment slot on AK74M

\[Fixed] Fixed RPL errors with RK Foregrips

\[Fixed] Animation issues with M203

\[Fixed] Various Zenit attachment colliders

\[Fixed] Various Zenit handguard colliders

\[Fixed] AK74M & AK103 handguard colliders

\[Fixed] Zenit RK grips prefab inheritance

\[Fixed] AK12 magazine prefab model preview issue

\[Fixed] SU-253 Reticle Mip Generation; fixes [#1261](https://github.com/RHSMODS/statusquo/issues/1261)

\[Fixed] 1.6: Fixed buggy NVG HDR mats; fixes [#1263](https://github.com/RHSMODS/statusquo/issues/1263)

\[Fixed] 1.6: Fixed broken FCS layout inheritance; fixes [#1268](https://github.com/RHSMODS/statusquo/issues/1268)

\[Fixed] 1.6: Fixed broken arsenal and resave capability with attachment sliding; fixes [#1265](https://github.com/RHSMODS/statusquo/issues/1265)

\[Fixed] 1.6: Arsenal saving missing items added for both MSV and USMC

\[Fixed] 1.6: Script errors in inventory UI connected to armor plates

\[Fixed] 1.6: Headgear component GUIDs in line with 1.6 unification; fixes [#1266](https://github.com/RHSMODS/statusquo/issues/1266)

\[Fixed] 1.6: Getting in tracked vehicles was causing crash; fixes [#1270](https://github.com/RHSMODS/statusquo/issues/1270)

\[Fixed] Animation Issues with M40A5

\[Fixed] 1.6 Backblast Damage on MK153

\[Fixed] M27 Handling audio issues

\[Fixed] Open Top M27 Pouch Incorrect index

\[Fixed] 1.6 T14 3BM60 Incorrect Ammo Mapping

\[Fixed] 1.6 K17 9M133/AGS-30 Incorrect Ammo Mapping

\[Fixed] 1.6: Fix 122 and 125mm vehicle shells not working

\[Fixed] Fixed Tucha smoke life and magazine setup

**Deleted**

\[Removed] Temporarily removed FROG Combat Shirt

\[Removed] Temporarily removed FROG Combat Pants

\[Removed] Temporarily removed USMC Boonie

\[Removed] Temporarily removed PC Gen III

\[Removed] Temporarily removed FILBE Hydration pack

\[Removed] Temporarily removed G3 Shirt

\[Removed] Temporarily removed G3 Pants

\[Removed] Removed Tactical Pants

\[Removed] Removed Velocity Shirt

\[Removed] Temporarily removed BDU Pants

\[Removed] Removed Hoodie

\[Removed] Temporarily removed Jeans

\[Removed] Removed Hiking Pants

\[Removed] Temporarily removed Flannel Shirts

\[Removed] Removed Muscle Shirt

\[Removed] Removed T-Shirt v2

\[Removed] Temporarily removed ZipOnPanel

\[Removed] Removed Military Pants

\[Removed] Removed CAF CCUE Pants

\[Removed] Temporarily removed Ballcap

\[Removed] Temporarily removed Beanie

\[Removed] Removed Shemagh

\[Removed] Temporarily removed Balaclava v1

\[Removed] Removed Santa Hat

\[Removed] Temporarily removed FILBE Backpack

\[Removed] Temporarily removed PC Gen II admin Pouch

\[Removed] Temporarily removed PC Gen II PMAG Pouch

\[Removed] Temporarily removed ECH highcut and lowcut covers

\[Removed] Removed HDR override


# 0.13

This document is regenerated automatically from our systems at a time of a release.

﻿

## 0.13.4679

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4679

*<mark style="color:red;">Date:</mark>* Wednesday, October 15, 2025

*<mark style="color:red;">Revisions Since Last:</mark>* 0 (4679)

*<mark style="color:red;">Changes:</mark>* 2 additions, 3 improvements, 12 fixes and 0 deletions.
{% endhint %}

**Added**

\[Added] Added M16A4

\[Added] Added M203 with SU-253/PEQ sight (black/tan/pink) to M4 Block II and M16A4; fixes [#618](https://github.com/RHSMODS/statusquo/issues/618)

**Improved**

\[Improved] M27 KAC Foregrip Animations

\[Improved] AK74M/AK103/AK104/AK105/AK200/AK205 prefabs attachment slot configurations

\[Improved] Reorganized AFRF inventory catalog

**Fixed**

\[Fixed] Fixed broken colliders on MBUS Rear and Front Irons

\[Fixed] Fixed LT706 Bipod not animating in some cases

\[Fixed] Fixed folding stocks not animating properly on AK's

\[Fixed] Fixed GM94 zeroing

\[Fixed] Fixed duplicate foregrip attachment slot on AK74M

\[Fixed] Fixed RPL errors with RK Foregrips

\[Fixed] Animation issues with M203

\[Fixed] Various Zenit attachment colliders

\[Fixed] Various Zenit handguard colliders

\[Fixed] AK74M & AK103 handguard colliders

\[Fixed] Zenit RK grips prefab inheritance

\[Fixed] AK12 magazine prefab model preview issue

**Deleted**


# 0.12

This document is regenerated automatically from our systems at a time of a release.

﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿

## 0.12.4622

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4622

*<mark style="color:red;">Date:</mark>* Sunday, October 5, 2025

*<mark style="color:red;">Revisions Since Last:</mark>* 0 (4622)

*<mark style="color:red;">Changes:</mark>* 20 additions, 8 improvements, 14 fixes and 0 deletions.
{% endhint %}

**Added**

\[Added] Added Zenitco PT-1 stock

\[Added] Added Zenitco B-33 dust cover

\[Added] Added Zenitco RK-3 pistol grip

\[Added] Added Zenitco B-9M mount

\[Added] Added Zenitco DTK-2 muzzle brake

\[Added] Added Zenitco AKs to Olive RG Units

\[Added] Added Zenitco B33 (FDE)

\[Added] Added Zenitco PT-1 (FDE)

\[Added] Added FDE Zenitco AKs to SSO units

\[Added] Added Zenit B30 handguard

\[Added] Added Zenit B31 gastube cover

\[Added] Added Zenit B31S gastube cover

\[Added] Added Zenit DTK-1 muzzle device

\[Added] Added Zenitco RK-0 foregrip

\[Added] Added Zenitco RK-1 foregrip

\[Added] Added Zenitco RK-2 foregrip

\[Added] Added Zenitco RK-6 foregrip

\[Added] Added Zenitco B25U mount

\[Added] Added Initial Set of RK Foregrip Animations

\[Added] Added new ECH Highcut cover models; fixes [#1187](https://github.com/RHSMODS/statusquo/issues/1187)

**Improved**

\[Improved] 30mm HE explosion effects (and 30mm HE and HEI has a little bit different explosion effects)

\[Improved] And optimized 9m133 explosion and trail effects

\[Improved] Replaced AK-74M mesh with new one

\[Improved] Each AK from 100 series now have different texture

\[Improved] Slightly adjusted Zenitco FDE handguards to match other Zenitco parts

\[Improved] Reduced radius of Fold stock action on AK-74M that was blocking other actions; fixes [#1159](https://github.com/RHSMODS/statusquo/issues/1159)

\[Improved] Added keybindings for binocular range and azimuth finding to control menu; fixes [#1163](https://github.com/RHSMODS/statusquo/issues/1163)

\[Improved] Some string updates

**Fixed**

\[Fixed] GP106 RGD pouch wrong volume

\[Fixed] TV-102 EMR vest prefab numbering strings

\[Fixed] 30mm HE wasnt had light on explosion

\[Fixed] 2a42 muzzle flash didnt had light

\[Fixed] PC Gen 3 Collider was interacting wrong with plates; fixes [#1246](https://github.com/RHSMODS/statusquo/issues/1246)

\[Fixed] USMC Boonie collider was wrong

\[Fixed] Bad CPC ArsArma collider import settings

\[Fixed] Fix disappearing RU pants at distance; fixes [#1250](https://github.com/RHSMODS/statusquo/issues/1250)

\[Fixed] PixelSizeScale inheritance on various clothing prefabs; fixes [#1250](https://github.com/RHSMODS/statusquo/issues/1250)

\[Fixed] Required rank settings on binoculars for RHS factions; fixes [#1247](https://github.com/RHSMODS/statusquo/issues/1247)

\[Fixed] Attachment positions on the EXFIL Ballistic helmet when wearing a cover

\[Fixed] Various helmet and helmet cover strings being incorrect

\[Fixed] Removed unintended first-person rendering of various helmet attachments

\[Fixed] Strings & prefab fixes for the ARC V2 Plate Carrier

**Deleted**

## 0.12.4573

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4573

*<mark style="color:red;">Date:</mark>* Thursday, September 4, 2025

*<mark style="color:red;">Revisions Since Last:</mark>* 0 (4573)

*<mark style="color:red;">Changes:</mark>* 5 additions, 7 improvements, 4 fixes and 0 deletions.
{% endhint %}

**Added**

\[Added] Custom explosion effect for the GM-94 thermobaric projectile

\[Added] Added new FILBE Assault backpack models (light and heavy variants); closes [#1186](https://github.com/RHSMODS/statusquo/issues/1186)

\[Added] Replaced USMC Boonie hat textures

\[Added] Added AK-200

\[Added] Added AK-205

**Improved**

\[Improved] RPO-A Effects and sounds

\[Improved] Shot sounds for GM94, recoil

\[Improved] Replaced AK-74M/105 with AK-200/205 for ATACS RG units

\[Improved] Replaced RPG-7 with RPO-A for ATACS RG units

\[Improved] Vkpo3.0 atacs var

\[Improved] Added some AK103/104 to RG Olive units

\[Improved] Removed US/USSR labels from AFRF/USMC structure prefabs

**Fixed**

\[Fixed] TV-119 vest ground model collider; fixes [#1244](https://github.com/RHSMODS/statusquo/issues/1244)

\[Fixed] Fixed KBS Strelok wrong colliders

\[Fixed] Fixed ARC V2 groin protection being not weighted

\[Fixed] Equip strings on the AK200 and AK205

**Deleted**

## 0.12.4548

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4548

*<mark style="color:red;">Date:</mark>* Friday, August 1, 2025

*<mark style="color:red;">Revisions Since Last:</mark>* 0 (4548)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 1 fixes and 0 deletions.
{% endhint %}

**Added**

**Improved**

**Fixed**

\[Fixed] Restored old GUID for Optic\_PSO1M2-1\_HDR.emat

**Deleted**

## 0.12.4545

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4545

*<mark style="color:red;">Date:</mark>* Wednesday, July 30, 2025

*<mark style="color:red;">Revisions Since Last:</mark>* 0 (4545)

*<mark style="color:red;">Changes:</mark>* 5 additions, 5 improvements, 14 fixes and 0 deletions.
{% endhint %}

**Added**

\[Added] Added few more magazines for M17 loaded with different rounds (M1152, M1153)

\[Added] Added Shaw Concepts ARC V2 with groin protection and few new pouches

\[Added] Added Cat Ears

\[Added] Added: Field manual entry for CISS (in commanding category); fixes [#1213](https://github.com/RHSMODS/statusquo/issues/1213)

\[Added] Added: Ballistic table gadget for 2S1 SPH to the MSV arsenal

**Improved**

\[Improved] Changed: NCPC (AOR1, AOR2, MC) will now block vest slot when worn

\[Improved] 3of36 Explosion particles

\[Improved] Turret sounds for K17 and T14

\[Improved] Changed: Increased 2S1 Projectile range from 6.2km to \~9.2km (60% or irl capability)

\[Improved] Improved: Upgraded ION Neko Ears to C.A.T.S.

**Fixed**

\[Fixed] RMR optic prefab RplComponent errors

\[Fixed] PCGen III Light was using the wrong preview model

\[Fixed] Fixed: PC Gen. III triple mag pouch had wrong position for its mags

\[Fixed] Fixed 1p87(new) had wrong reticle position

\[Fixed] Resolved GUID errors with Spartan3 helmet's ground models

\[Fixed] Fixed missing interaction points on M17 for magazine and safety in inspection mode

\[Fixed] Fixed: Exploit for using thermals with NVG when using fullscreen toggle keybinds

\[Fixed] Fixed: AN-94 showed a 3 round burst icon despite the fact that the rifle has a 2 round burst; fixes [#1226](https://github.com/RHSMODS/statusquo/issues/1226)

\[Fixed] Fixed: Wrong range shown when adjusting the AN-94 sights to 500 and 600m

\[Fixed] Fixed: NVG grain effect wouldnt be visible with lower texture quality

\[Fixed] Various helmet collider issues

\[Fixed] Proc anim error on klesh2 light prefab

\[Fixed] Camera position for the prefab preview of the 6B45 vests

\[Fixed] Fixed: Not being able to reload the 2S1 - user action same as on the LAV is present on the back of the 2S1

**Deleted**

## 0.12.4494

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4494

*<mark style="color:red;">Date:</mark>* Thursday, June 19, 2025

*<mark style="color:red;">Revisions Since Last:</mark>* 0 (4494)

*<mark style="color:red;">Changes:</mark>* 1 additions, 1 improvements, 1 fixes and 0 deletions.
{% endhint %}

**Added**

\[Added] Added new FILBE Hydration Pack model; fixes issue [#1185](https://github.com/RHSMODS/statusquo/issues/1185)

**Improved**

\[Improved] Color correction of PC G3 and some pouches

**Fixed**

\[Fixed] GPS2 grip prefab errors

**Deleted**

## 0.12.4487

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4487

*<mark style="color:red;">Date:</mark>* Thursday, June 12, 2025

*<mark style="color:red;">Revisions Since Last:</mark>* 0 (4487)

*<mark style="color:red;">Changes:</mark>* 1 additions, 3 improvements, 3 fixes and 0 deletions.
{% endhint %}

**Added**

\[Added] Added: On screen indicator for NVG illuminator being turned ON (red dot on the right side)

**Improved**

\[Improved] Changed: Configured NVG action hints fade in and fade out after a little bit of delay

\[Improved] Changed: Description of the call-in will now mark failed requirements with red text.

\[Improved] Changed: Cannot perform reason shown for requesting call-in actions will now be red to stand out from the action title.

**Fixed**

\[Fixed] Fixed: functionality of adding blems to the NV effect

\[Fixed] Fixed: Instance where server would have seen different cooldown time than users when call-in was canceled.

\[Fixed] Fixed: Potential fix to the issue where call-in timer doesnt count down; fixes [#1207](https://github.com/RHSMODS/statusquo/issues/1207)

**Deleted**

## 0.12.4483

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4483

*<mark style="color:red;">Date:</mark>* Thursday, June 5, 2025

*<mark style="color:red;">Revisions Since Last:</mark>* 0 (4483)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 1 fixes and 0 deletions.
{% endhint %}

**Added**

**Improved**

**Fixed**

\[Fixed] Missing antennas in RHS conflict

**Deleted**

## 0.12.4482

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4482

*<mark style="color:red;">Date:</mark>* Thursday, June 5, 2025

*<mark style="color:red;">Revisions Since Last:</mark>* 0 (4482)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 1 fixes and 0 deletions.
{% endhint %}

**Added**

**Improved**

**Fixed**

\[Fixed] Fixed MSV arsenal boxes in CP MSV vs FIA - fixes [#1206](https://github.com/RHSMODS/statusquo/issues/1206)

**Deleted**

## 0.12.4481

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4481

*<mark style="color:red;">Date:</mark>* Monday, June 2, 2025

*<mark style="color:red;">Revisions Since Last:</mark>* 0 (4481)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 1 fixes and 0 deletions.
{% endhint %}

**Added**

**Improved**

**Fixed**

\[Fixed] Fixed test penetration values of 7N6

**Deleted**

## 0.12.4479

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4479

*<mark style="color:red;">Date:</mark>* Monday, June 2, 2025

*<mark style="color:red;">Revisions Since Last:</mark>* 0 (4479)

*<mark style="color:red;">Changes:</mark>* 6 additions, 11 improvements, 9 fixes and 1 deletions.
{% endhint %}

**Added**

\[Added] Added few new round types like 9x19 - M1152, M1153, 7N21, 7N31, 9x18 - 7N25, 7.62x51 - M118 SB LR, M118 SB LR Mk316 Mod 0, M852, M993 AP, 7.62x39 - 57N231U (subsonic), 57BZ231, 57N231 (1989), 7N23, 5.56x45 - Mk262, Mk318, 5.45x49 - 7N24M, 7N39. There are no magazines to use those bullets yet!

\[Added] Added various ammo types for AK-103

\[Added] Added new PC G3 model

\[Added] Added KBS Strelok vest

\[Added] Added new ECH lowcut cover; closes [#1188](https://github.com/RHSMODS/statusquo/issues/1188)

\[Added] Added cat eye band for ECH helmets

**Improved**

\[Improved] Updated Conflict scenario layers

\[Improved] Tweaked dispersion across all bullet types so new bullets make sense - i.e. 7.62x51 OTM bullets are more accurate compared to M80 ball

\[Improved] Updated MSV vs FIA Combat Ops scenario

\[Improved] Updated USMC vs MSV Combat Ops scenario

\[Improved] Added preview images for VKPO groups

\[Improved] Added and unified asset browser pictures for groups

\[Improved] Configured USMC vehicle pool in Conflict

\[Improved] Updated Conflict scenarios

\[Improved] Added RHS helicopters to helipad whitelist in order to be able to place helicopters on top of helipad...

\[Improved] Testing workshop changelogs when there is change in 2nd addon

\[Improved] Test public commit

**Fixed**

\[Fixed] Fixed back velcro point on helmets no longer working; fixes [#1171](https://github.com/RHSMODS/statusquo/issues/1171)

\[Fixed] Fixes T14 being stuck in forward driver triplex; fixes issue [#1165](https://github.com/RHSMODS/statusquo/issues/1165)

\[Fixed] Fixed: Camera no longer snaps abruptly when entering vehicle turrets in first-person view; fixes [#1175](https://github.com/RHSMODS/statusquo/issues/1175)

\[Fixed] Fixes crash related to trying to open T14 hatch; fixes [#1164](https://github.com/RHSMODS/statusquo/issues/1164)

\[Fixed] Fixed PC Gen 3 weight, now 23% lighter than Gen 2 as stated in description; fixes [#1156](https://github.com/RHSMODS/statusquo/issues/1156)

\[Fixed] Fixed Mi-8MT with pylons was not able to fire its rockets

\[Fixed] Fixed USMC groups not being buildable in living quarters

\[Fixed] Fixed Mi-8 static decal prefab had extra damage manager which was not necessary

\[Fixed] AK103/105 collider errors.

**Deleted**

\[Removed] Removed HDR override

## 0.12.4414

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4414

*<mark style="color:red;">Date:</mark>* Monday, May 19, 2025

*<mark style="color:red;">Revisions Since Last:</mark>* 0 (4414)

*<mark style="color:red;">Changes:</mark>* 0 additions, 2 improvements, 0 fixes and 0 deletions.
{% endhint %}

**Added**

**Improved**

\[Improved] Test public update

\[Improved] Public update 2

**Fixed**

**Deleted**

## 0.12.4405

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4405

*<mark style="color:red;">Date:</mark>* Monday, May 12, 2025

*<mark style="color:red;">Revisions Since Last:</mark>* 89 (4316)

*<mark style="color:red;">Changes:</mark>* 3 additions, 10 improvements, 14 fixes and 28 deletions.
{% endhint %}

**Added**

\[Added] Added AK-103

\[Added] Added AK-104

\[Added] Added new bugs and removed some fixes

**Improved**

\[Improved] Replaced AK-105 model with new one

\[Improved] Decreased performance and lowered quality

\[Improved] Improved improvements

\[Improved] Improved performance and removed some bugs

\[Improved] Nice public message

\[Improved] Public test2

\[Improved] Public core

\[Improved] Test

\[Improved] Publish

\[Improved] Test of publish message

**Fixed**

\[Fixed] Fixed various prefab errors caused by removed keywords

\[Fixed] Fixed TV110 vest prefab errors

\[Fixed] Fixed PASGT base helmet prefab errors caused by removed keywords

\[Fixed] Balaclava weight

\[Fixed] Eyewear items weight

\[Fixed] Fixed backblast on the MK153 SMAW

\[Fixed] Fixed T-14 and K-17 had no 3d sound positioning

\[Fixed] Fixed the colliders on the PC Gen III vest

\[Fixed] Corrected class references in entity catalogs

\[Fixed] Fixed missing strings on clothing & patch prefabs

\[Fixed] Fixed K4386 Engine sound had broken spatiality

\[Fixed] Hidden vanilla body mesh for vkpo pants

\[Fixed] Fixed weir AI turret behavior for vehicles, thanks to Blue and folks at GC

\[Fixed] Fixed fix

**Deleted**

\[Removed] Temporarily removed FROG Combat Shirt

\[Removed] Temporarily removed FROG Combat Pants

\[Removed] Temporarily removed USMC Boonie

\[Removed] Temporarily removed PC Gen III

\[Removed] Temporarily removed FILBE Hydration pack

\[Removed] Temporarily removed G3 Shirt

\[Removed] Temporarily removed G3 Pants

\[Removed] Removed Tactical Pants

\[Removed] Removed Velocity Shirt

\[Removed] Temporarily removed BDU Pants

\[Removed] Removed Hoodie

\[Removed] Temporarily removed Jeans

\[Removed] Removed Hiking Pants

\[Removed] Temporarily removed Flannel Shirts

\[Removed] Removed Muscle Shirt

\[Removed] Removed T-Shirt v2

\[Removed] Temporarily removed ZipOnPanel

\[Removed] Removed Military Pants

\[Removed] Removed CAF CCUE Pants

\[Removed] Temporarily removed Ballcap

\[Removed] Temporarily removed Beanie

\[Removed] Removed Shemagh

\[Removed] Temporarily removed Balaclava v1

\[Removed] Removed Santa Hat

\[Removed] Temporarily removed FILBE Backpack

\[Removed] Temporarily removed PC Gen II admin Pouch

\[Removed] Temporarily removed PC Gen II PMAG Pouch

\[Removed] Temporarily removed ECH highcut and lowcut covers


# 0.11

This document is regenerated automatically from our systems at a time of a release.

## 0.11.4316

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4316

*<mark style="color:red;">Date:</mark>* Tuesday, April 15, 2025

*<mark style="color:red;">Revisions Since Last:</mark>* 66 (4250)

*<mark style="color:red;">Changes:</mark>* 4 additions, 4 improvements, 12 fixes and 0 deletions.
{% endhint %}

**Added**

\[Added] USMC MEF Crewman prefabs

\[Added] Added RPO-A

\[Added] Added RPO-D

\[Added] AFRF BRDM2

**Improved**

\[Improved] UBGL loadout set for JPC with mixed pouches and Ranger Green zip-on panel, has been renamed with RG color tag and grouped with the RG JPC sets in Arsenal

\[Improved] Added ID/ref numbers to displaynames for Black MCam JPC pouch presets

\[Improved] Corrected base AVS weight to be 1.3kg; fixes [#1144](https://github.com/RHSMODS/statusquo/issues/1144)

\[Improved] Additional error handling for the vehicle screens

**Fixed**

\[Fixed] Cleaned out obsolete "name" parameter that was producing error spam from some weapon attachment slots

\[Fixed] Coyote Brown UBGL loadout set for JPC wasn't blocking backpack slot like it should

\[Fixed] Black MCam JPC pouch presets with zip-on panels, didn't block backpack slots

\[Fixed] Fixed T-14 had no reload context

\[Fixed] Fixed an issue that allowed the ranked arsenal lock to be bypassed

\[Fixed] Mk 4 reticle blurry when on low gfx settings

\[Fixed] Fixed M4 Block II deployed left hand position

\[Fixed] Fixed t-14 side racks were causing overpenetration of t-14 hull

\[Fixed] Fixed, gpsradiobeacon lasted for 1.5 minutes instead of 15

\[Fixed] Fixed PO4x24 PiP not working; fixes [#1146](https://github.com/RHSMODS/statusquo/issues/1146)

\[Fixed] Fixed supply drop crashing servers

\[Fixed] Fixed supply box callin sound file errors

**Deleted**

## 0.11.4250

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4250

*<mark style="color:red;">Date:</mark>* Saturday, March 29, 2025

*<mark style="color:red;">Revisions Since Last:</mark>* 12 (4238)

*<mark style="color:red;">Changes:</mark>* 1 additions, 2 improvements, 9 fixes and 0 deletions.
{% endhint %}

**Added**

\[Added] Added: Rangefinder\_Base prefab for further use

**Improved**

\[Improved] PDU4 and Vector21 inherit from Rangefinder\_Base

\[Improved] Improved rangefinder prefab generalization

**Fixed**

\[Fixed] Colored strap variants of GPS watches weren't allocated to faction Arsenals

\[Fixed] Fixed Russians unable to call UMPK via Vector21

\[Fixed] Fixed T14 commander optic zoom

\[Fixed] Fix for K17 ramp crashing on probe update when vehicle killed

\[Fixed] Changed explosion sound of t14 era from vehicle explosion to more appropriate one

\[Fixed] Changed era explosion particle to more appropriate one

\[Fixed] Fixed k17 HE projectiles were missing explosion sound

\[Fixed] Green hmvvw with pas13g was missing rangefinder and optic zoom

\[Fixed] Fixed triplex getting stuck on exit in vehicles; fixes [#1128](https://github.com/RHSMODS/statusquo/issues/1128)

**Deleted**

## 0.11.4239

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4239

*<mark style="color:red;">Date:</mark>* Friday, March 28, 2025

*<mark style="color:red;">Revisions Since Last:</mark>* 26 (4213)

*<mark style="color:red;">Changes:</mark>* 0 additions, 2 improvements, 2 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

\[Improved] Added env probe to K4386

\[Improved] Added missing thumbnails for various characters. Began initial trait updates.

**Fixed**

\[Fixed] PSO-1M2-1 reticle blurry when on low gfx settings; fixes [#1123](https://github.com/RHSMODS/statusquo/issues/1123)

\[Fixed] Fixed some RU balaclava clipping issues; fixes [#1097](https://github.com/RHSMODS/statusquo/issues/1097)

**Deleted**

## 0.11.4238

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4238

*<mark style="color:red;">Date:</mark>* Thursday, March 27, 2025

*<mark style="color:red;">Revisions Since Last:</mark>* 163 (4075)

*<mark style="color:red;">Changes:</mark>* 15 additions, 54 improvements, 42 fixes and 0 deletions.
{% endhint %}

**Added**

\[Added] Added Coyote JPC and couple of pouch presets to ION box

\[Added] Added Garmim watches with green strap

\[Added] Added Garmim watches with blue strap

\[Added] Added Garmim watches with red strap

\[Added] Added Garmim watches with black strap

\[Added] AK74M and AK105 with Zenitco handguard rails can now mount bipods; work on [#1063](https://github.com/RHSMODS/statusquo/issues/1063)

\[Added] M4 series can now mount bipods; fixes [#1063](https://github.com/RHSMODS/statusquo/issues/1063)

\[Added] Added new versions of Spectrum device for ION and RU

\[Added] Added Triada TKO helmet

\[Added] Added Caiman Helmet

\[Added] Added TV119 vest

\[Added] Added Exfil cover and battery pouch

\[Added] Added GPS RadioBeacon

\[Added] Added VCOG

\[Added] Added VCOG + RMR

**Improved**

\[Improved] Added glass to Garmim watches

\[Improved] Improved Garmim watches textures

\[Improved] Added ability to reload K17 Epoch 2A42 from outside on support stations

\[Improved] Added ability to reload K17 Berezhok 2A42 from outside on support stations

\[Improved] Added ability to reload K17 Epoch 9M113 from outside on support stations

\[Improved] Added ability to reload K17 Berezhok 9M113 from outside on support stations

\[Improved] Added ability to reload K17 Berezhok AGS from outside on support stations

\[Improved] Added ability to reload K17 Epoch Tucha from outside on support stations

\[Improved] Added ability to reload K17 Berezhok Tucha from outside on support stations

\[Improved] Added ability to reload T-14 2A82 from outside on support stations

\[Improved] Added ability to reload T-14 Tucha from outside on support stations

\[Improved] Added ability to reload K4386 2A42 AP from outside on support stations

\[Improved] Added ability to reload K4386 2A42 HE from outside on support stations

\[Improved] Added ability to reload K4386 Tucha from outside on support stations

\[Improved] Improved all vest presets with backpack have shoulder offset now

\[Improved] Added Harris bipod to ION arsenal

\[Improved] Radial menu now has access to gadgets attached to vests; fixes [#958](https://github.com/RHSMODS/statusquo/issues/958)

\[Improved] Added modeled soft armor to AVS

\[Improved] Added modeled soft armor to AVS cummerbund 649

\[Improved] Added modeled soft armor to AVS cummerbund radio

\[Improved] Added modeled soft armor to AVS neck protection

\[Improved] Added modeled soft armor to Bagariy

\[Improved] Added modeled soft armor to AA CPC

\[Improved] Added modeled soft armor to AA CPC neck protection

\[Improved] Added modeled soft armor to ARS groin protection

\[Improved] Added modeled soft armor to ARS triple groin protection

\[Improved] Added modeled soft armor to NCPC

\[Improved] Added modeled soft armor to PC GEN 2

\[Improved] Added modeled soft armor to PC GEN 3

\[Improved] Added modeled soft armor to PC GEN 3 light

\[Improved] Added modeled soft armor to 6B45

\[Improved] Added modeled soft armor to 6B48

\[Improved] Added modeled soft armor to 6B45 Neck protection

\[Improved] Added modeled soft armor to Taktika

\[Improved] Added modeled soft armor to Taktika groin protection

\[Improved] Added modeled soft armor to Taktika shoulder protection

\[Improved] Added modeled soft armor to TV-102 neck protection

\[Improved] Added railcovers with grip for m27 back to arsenal

\[Improved] Added collider history component to RHS Vest base + SCR\_ArmorDamageManagerComponent so it is possible to knock out people with pistols even if bullet doesn't penetrate soft armor

\[Improved] Made helmet attachment masses more realistic; fixes [#1050](https://github.com/RHSMODS/statusquo/issues/1050)

\[Improved] Orion GPS device brightness reduced so it no longer burns your retinas off at night; fixed [#1055](https://github.com/RHSMODS/statusquo/issues/1055)

\[Improved] Added probe volumes to K-17 and T-14

\[Improved] Added new left hand poses for different m4 handguards

\[Improved] Testing Matech alpha test - will probably switch to some custom function controlling alpha mul instead

\[Improved] Added countermeasure flares to F/A-18 CAS

\[Improved] Added faction affiliation to wearable items; fixes [#1099](https://github.com/RHSMODS/statusquo/issues/1099)

\[Improved] Replaced AN/PEQ-15 with AN/PSQ-23B on M1025 with AN/PAS-13G

\[Improved] Added rangefinder with auto zeroing to M1025 with AN/PAS-13G

\[Improved] Added Tucha smokes to K17 Epoch driver

\[Improved] Small improvements to 1p87 glass

\[Improved] Improved Added lods to K17 seats

\[Improved] Replaced M2 ammo in all RHS HMVVWS with 4-AP/1-APIT

\[Improved] Added env probe to K4386

\[Improved] Added missing thumbnails for various characters. Began initial trait updates.

**Fixed**

\[Fixed] Script API compatibility with AR 1.3

\[Fixed] Fixed headphones slot had incorrect position on Exfil helmets

\[Fixed] Fixed headset position on Spartan3 / AirFrame helmet

\[Fixed] Fixed: Switch brightness action on garmim watches doesn't work; fixes [#1071](https://github.com/RHSMODS/statusquo/issues/1071)

\[Fixed] Fixed SpectrumDevice animation log spam

\[Fixed] Fixed M4A1 BLOCK 2 was missing hierarchy component

\[Fixed] Fixed M4A1 URGI was missing hierarchy component

\[Fixed] Fixed 2A82 Sound was broken after 1.3 update

\[Fixed] Fixed 2A18 Sound was broken after 1.3 update

\[Fixed] Fixed 9M113 Sound was broken after 1.3 update

\[Fixed] Fixed Pouch\_Filbe\_bandolier had no ground model

\[Fixed] Fixed debug worn model was turned on on several vests and vest presets

\[Fixed] Fixed wrong left hand position when m240 is deployed while standing or crouching

\[Fixed] Vehicle turret zoom was broken after 1.3; fixes [#1058](https://github.com/RHSMODS/statusquo/issues/1058)

\[Fixed] Fixed Vector and PDU ADS overlay delay; fixes [#1051](https://github.com/RHSMODS/statusquo/issues/1051)

\[Fixed] Possible fix for people having problem exiting vehicle triplex, thanks to scobaka; fixes [#1084](https://github.com/RHSMODS/statusquo/issues/1084)

\[Fixed] Fixed several ActionContexts were being overwritten instead of being extended; fixes [#1089](https://github.com/RHSMODS/statusquo/issues/1089)

\[Fixed] Fixed supply drop system spawning extra parachute that hangs in the air; fixes [#1085](https://github.com/RHSMODS/statusquo/issues/1085)

\[Fixed] 1.3: Fixed touch screen buttons not reacting to clicks; fixes [#1080](https://github.com/RHSMODS/statusquo/issues/1080)

\[Fixed] Removed buggy NVG anim that was causing CTD; fixes [#1081](https://github.com/RHSMODS/statusquo/issues/1081)

\[Fixed] 1.3: Fixed K-17 crashing to desktop when moving AI into driver's seat; fixes [#1087](https://github.com/RHSMODS/statusquo/issues/1087)

\[Fixed] 1.3: 2S1 no longer crashes on destruction

\[Fixed] Added a workaround for crashes happening when tracked vehicles are destroyed.

\[Fixed] Fixed AOR2 FROG shit missing blood texture; fixes [#1092](https://github.com/RHSMODS/statusquo/issues/1092)

\[Fixed] PMF screens were not operatable by when you were possessing an AI; fixes [#980](https://github.com/RHSMODS/statusquo/issues/980)

\[Fixed] PlaySound causing workbench crash when loading player with PEQs in default loadout; fixes [#1096](https://github.com/RHSMODS/statusquo/issues/1096)

\[Fixed] Fixed Kac rear iron sight was using old model

\[Fixed] Fixed equip and pickup sounds for the MK153 container

\[Fixed] Fixed the PSQ-23A's collider material on the MBS

\[Fixed] Fixed hand slot issues in the inventory; fixes [#1100](https://github.com/RHSMODS/statusquo/issues/1100)

\[Fixed] Turret stabilization controls refactored into own context, should not show up on vehicles where they are not supposed to; fixes [#1109](https://github.com/RHSMODS/statusquo/issues/1109)

\[Fixed] Cleaned up mission config files by removing outdated attributes

\[Fixed] Fixed CAS sounds spawning in wrong location in MP; fixes [#1102](https://github.com/RHSMODS/statusquo/issues/1102)

\[Fixed] Fixed supply drop boxes disappearing on landing; fixes [#1112](https://github.com/RHSMODS/statusquo/issues/1112)

\[Fixed] Fixed SR3M projectile spawn position

\[Fixed] Fixed minor offset of faradey 906 boots

\[Fixed] K17 various crew positions would cause crash if open door action was activated; fixes [#1115](https://github.com/RHSMODS/statusquo/issues/1115)

\[Fixed] 1.3: Fixed broken optic PIP material references; fixes [#1118](https://github.com/RHSMODS/statusquo/issues/1118)

\[Fixed] Fixed all destroyed k4386 turrets used default green paint

\[Fixed] Fixed invalid hitboxes on some vehicle parts causing crashes; fixes [#1121](https://github.com/RHSMODS/statusquo/issues/1121)

\[Fixed] PSO-1M2-1 reticle blurry when on low gfx settings; fixes [#1123](https://github.com/RHSMODS/statusquo/issues/1123)

\[Fixed] Fixed some RU balaclava clipping issues; fixes [#1097](https://github.com/RHSMODS/statusquo/issues/1097)

**Deleted**

## 0.11.4213

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4213

*<mark style="color:red;">Date:</mark>* Tuesday, March 25, 2025

*<mark style="color:red;">Revisions Since Last:</mark>* 6 (4207)

*<mark style="color:red;">Changes:</mark>* 0 additions, 1 improvements, 1 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

\[Improved] Replaced M2 ammo in all RHS HMVVWS with 4-AP/1-APIT

**Fixed**

\[Fixed] Fixed invalid hitboxes on some vehicle parts causing crashes; fixes [#1121](https://github.com/RHSMODS/statusquo/issues/1121)

**Deleted**

## 0.11.4207

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4207

*<mark style="color:red;">Date:</mark>* Tuesday, March 25, 2025

*<mark style="color:red;">Revisions Since Last:</mark>* 16 (4191)

*<mark style="color:red;">Changes:</mark>* 2 additions, 2 improvements, 1 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Added VCOG

\[Added] Added VCOG + RMR

**Improved**

\[Improved] Small improvements to 1p87 glass

\[Improved] Improved Added lods to K17 seats

**Fixed**

\[Fixed] Fixed all destroyed k4386 turrets used default green paint

**Deleted**

## 0.11.4191

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4191

*<mark style="color:red;">Date:</mark>* Friday, March 21, 2025

*<mark style="color:red;">Revisions Since Last:</mark>* 16 (4175)

*<mark style="color:red;">Changes:</mark>* 1 additions, 3 improvements, 3 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Added GPS RadioBeacon

**Improved**

\[Improved] Replaced AN/PEQ-15 with AN/PSQ-23B on M1025 with AN/PAS-13G

\[Improved] Added rangefinder with auto zeroing to M1025 with AN/PAS-13G

\[Improved] Added Tucha smokes to K17 Epoch driver

**Fixed**

\[Fixed] Fixed minor offset of faradey 906 boots

\[Fixed] K17 various crew positions would cause crash if open door action was activated; fixes [#1115](https://github.com/RHSMODS/statusquo/issues/1115)

\[Fixed] 1.3: Fixed broken optic PIP material references; fixes [#1118](https://github.com/RHSMODS/statusquo/issues/1118)

**Deleted**

## 0.11.4175

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4175

*<mark style="color:red;">Date:</mark>* Tuesday, March 11, 2025

*<mark style="color:red;">Revisions Since Last:</mark>* 39 (4136)

*<mark style="color:red;">Changes:</mark>* 0 additions, 3 improvements, 7 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

\[Improved] Testing Matech alpha test - will probably switch to some custom function controlling alpha mul instead

\[Improved] Added countermeasure flares to F/A-18 CAS

\[Improved] Added faction affiliation to wearable items; fixes [#1099](https://github.com/RHSMODS/statusquo/issues/1099)

**Fixed**

\[Fixed] Fixed equip and pickup sounds for the MK153 container

\[Fixed] Fixed the PSQ-23A's collider material on the MBS

\[Fixed] Fixed hand slot issues in the inventory; fixes [#1100](https://github.com/RHSMODS/statusquo/issues/1100)

\[Fixed] Turret stabilization controls refactored into own context, should not show up on vehicles where they are not supposed to; fixes [#1109](https://github.com/RHSMODS/statusquo/issues/1109)

\[Fixed] Cleaned up mission config files by removing outdated attributes

\[Fixed] Fixed CAS sounds spawning in wrong location in MP; fixes [#1102](https://github.com/RHSMODS/statusquo/issues/1102)

\[Fixed] Fixed supply drop boxes disappearing on landing; fixes [#1112](https://github.com/RHSMODS/statusquo/issues/1112)

**Deleted**

## 0.11.4136

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4136

*<mark style="color:red;">Date:</mark>* Tuesday, February 25, 2025

*<mark style="color:red;">Revisions Since Last:</mark>* 13 (4123)

*<mark style="color:red;">Changes:</mark>* 0 additions, 2 improvements, 3 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

\[Improved] Added probe volumes to K-17 and T-14

\[Improved] Added new left hand poses for different m4 handguards

**Fixed**

\[Fixed] PMF screens were not operatable by when you were possessing an AI; fixes [#980](https://github.com/RHSMODS/statusquo/issues/980)

\[Fixed] PlaySound causing workbench crash when loading player with PEQs in default loadout; fixes [#1096](https://github.com/RHSMODS/statusquo/issues/1096)

\[Fixed] Fixed Kac rear iron sight was using old model

**Deleted**

## 0.11.4123

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4123

*<mark style="color:red;">Date:</mark>* Thursday, February 20, 2025

*<mark style="color:red;">Revisions Since Last:</mark>* 21 (4102)

*<mark style="color:red;">Changes:</mark>* 0 additions, 24 improvements, 9 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

\[Improved] Added modeled soft armor to AVS

\[Improved] Added modeled soft armor to AVS cummerbund 649

\[Improved] Added modeled soft armor to AVS cummerbund radio

\[Improved] Added modeled soft armor to AVS neck protection

\[Improved] Added modeled soft armor to Bagariy

\[Improved] Added modeled soft armor to AA CPC

\[Improved] Added modeled soft armor to AA CPC neck protection

\[Improved] Added modeled soft armor to ARS groin protection

\[Improved] Added modeled soft armor to ARS triple groin protection

\[Improved] Added modeled soft armor to NCPC

\[Improved] Added modeled soft armor to PC GEN 2

\[Improved] Added modeled soft armor to PC GEN 3

\[Improved] Added modeled soft armor to PC GEN 3 light

\[Improved] Added modeled soft armor to 6B45

\[Improved] Added modeled soft armor to 6B48

\[Improved] Added modeled soft armor to 6B45 Neck protection

\[Improved] Added modeled soft armor to Taktika

\[Improved] Added modeled soft armor to Taktika groin protection

\[Improved] Added modeled soft armor to Taktika shoulder protection

\[Improved] Added modeled soft armor to TV-102 neck protection

\[Improved] Added railcovers with grip for m27 back to arsenal

\[Improved] Added collider history component to RHS Vest base + SCR\_ArmorDamageManagerComponent so it is possible to knock out people with pistols even if bullet doesn't penetrate soft armor

\[Improved] Made helmet attachment masses more realistic; fixes [#1050](https://github.com/RHSMODS/statusquo/issues/1050)

\[Improved] Orion GPS device brightness reduced so it no longer burns your retinas off at night; fixed [#1055](https://github.com/RHSMODS/statusquo/issues/1055)

**Fixed**

\[Fixed] Possible fix for people having problem exiting vehicle triplex, thanks to scobaka; fixes [#1084](https://github.com/RHSMODS/statusquo/issues/1084)

\[Fixed] Fixed several ActionContexts were being overwritten instead of being extended; fixes [#1089](https://github.com/RHSMODS/statusquo/issues/1089)

\[Fixed] Fixed supply drop system spawning extra parachute that hangs in the air; fixes [#1085](https://github.com/RHSMODS/statusquo/issues/1085)

\[Fixed] 1.3: Fixed touch screen buttons not reacting to clicks; fixes [#1080](https://github.com/RHSMODS/statusquo/issues/1080)

\[Fixed] Removed buggy NVG anim that was causing CTD; fixes [#1081](https://github.com/RHSMODS/statusquo/issues/1081)

\[Fixed] 1.3: Fixed K-17 crashing to desktop when moving AI into driver's seat; fixes [#1087](https://github.com/RHSMODS/statusquo/issues/1087)

\[Fixed] 1.3: 2S1 no longer crashes on destruction

\[Fixed] Added a workaround for crashes happening when tracked vehicles are destroyed.

\[Fixed] Fixed AOR2 FROG shit missing blood texture; fixes [#1092](https://github.com/RHSMODS/statusquo/issues/1092)

**Deleted**

## 0.11.4102

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4102

*<mark style="color:red;">Date:</mark>* Thursday, February 6, 2025

*<mark style="color:red;">Revisions Since Last:</mark>* 198 (3904)

*<mark style="color:red;">Changes:</mark>* 36 additions, 29 improvements, 40 fixes and 2 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Added tan version of ural4320

\[Added] Added front grip prototype

\[Added] Added USMC MEF AT Teams

\[Added] Added MK153 SMAW MOD.2

\[Added] Zip on panel 2.0 initial injection with 4 patterns(so far)

\[Added] LODs to Zip on panel 2.0 models

\[Added] CADPAT MT for crye rolled and crye pants

\[Added] New military trousers for ION. Prefab made and added to arsenal but not completed

\[Added] Added Wartech patch

\[Added] Multicam black texture for new military trousers

\[Added] Harris detachable bipod now fully functional with M27 and M38

\[Added] Added new AA CPC pouch presets

\[Added] Added Bagari vest

\[Added] CADPAT Temperate to ion

\[Added] Canadian flag patch

\[Added] M4 carbine with M203

\[Added] CAF\_CCUE\_Trousers

\[Added] Added pouch presets without belt for Coyote AVS and JPC

\[Added] Added Team Wendy Exfil Helmet

\[Added] Added ECH covers in all CADPAT pattern to ion arsenal

\[Added] Added ECH LC bare bones helmet to ION arsenal so covers can be used

\[Added] Added Spartan-3 Helmet

\[Added] Added 6b47 with OpsCore chinstrap

\[Added] BCT\_Boots

\[Added] Added Coyote JPC and couple of pouch presets to ION box

\[Added] Added Garmim watches with green strap

\[Added] Added Garmim watches with blue strap

\[Added] Added Garmim watches with red strap

\[Added] Added Garmim watches with black strap

\[Added] AK74M and AK105 with Zenitco handguard rails can now mount bipods; work on [#1063](https://github.com/RHSMODS/statusquo/issues/1063)

\[Added] M4 series can now mount bipods; fixes [#1063](https://github.com/RHSMODS/statusquo/issues/1063)

\[Added] Added new versions of Spectrum device for ION and RU

\[Added] Added Triada TKO helmet

\[Added] Added Caiman Helmet

\[Added] Added TV119 vest

\[Added] Added Exfil cover and battery pouch

**Improved**

\[Improved] Tweaked light attenuation parameters for PEQ-16 visible illuminator

\[Improved] Fixed supply drop mislabeling in GM. Fixes [#1021](https://github.com/RHSMODS/statusquo/issues/1021)

\[Improved] Slightly improved K4386 Gearbox and Engine

\[Improved] PEQ-16 visible illuminator was too aggressive

\[Improved] Tweaked illuminator (lights and lasers) light volume settings to make it more realistic

\[Improved] Added a little bit of glow to G45/G17 and M18/M17 tritium sights

\[Improved] Adjusted morph/shape-key for MSOB insignia patch, to conform with curvature of other patches

\[Improved] Slightly improved K4386 armored glass

\[Improved] Added new Reload Empty animation for both M4 platform, and M27 IAR

\[Improved] ION radio frequency encryption key is now "baguette"

\[Improved] Work on standardizing displayname strings for AFRF helmets

\[Improved] Adjusted position and FOV of inventory preview for Bagariy vest

\[Improved] Added glass to Garmim watches

\[Improved] Improved Garmim watches textures

\[Improved] Added ability to reload K17 Epoch 2A42 from outside on support stations

\[Improved] Added ability to reload K17 Berezhok 2A42 from outside on support stations

\[Improved] Added ability to reload K17 Epoch 9M113 from outside on support stations

\[Improved] Added ability to reload K17 Berezhok 9M113 from outside on support stations

\[Improved] Added ability to reload K17 Berezhok AGS from outside on support stations

\[Improved] Added ability to reload K17 Epoch Tucha from outside on support stations

\[Improved] Added ability to reload K17 Berezhok Tucha from outside on support stations

\[Improved] Added ability to reload T-14 2A82 from outside on support stations

\[Improved] Added ability to reload T-14 Tucha from outside on support stations

\[Improved] Added ability to reload K4386 2A42 AP from outside on support stations

\[Improved] Added ability to reload K4386 2A42 HE from outside on support stations

\[Improved] Added ability to reload K4386 Tucha from outside on support stations

\[Improved] Improved all vest presets with backpack have shoulder offset now

\[Improved] Added Harris bipod to ION arsenal

\[Improved] Radial menu now has access to gadgets attached to vests; fixes [#958](https://github.com/RHSMODS/statusquo/issues/958)

**Fixed**

\[Fixed] Fixed floating pouch loadouts on custom loadout respawn; Fixes [#1022](https://github.com/RHSMODS/statusquo/issues/1022)

\[Fixed] Some lights were causing gras and clutter to be flattened in front of player when on; fixes issue [#1023](https://github.com/RHSMODS/statusquo/issues/1023)

\[Fixed] Black screen when in a vehicle crash as passenger; fixes [#1031](https://github.com/RHSMODS/statusquo/issues/1031)

\[Fixed] Fixed colliders of some of the helmet ground models

\[Fixed] Helstar strobe has swapped mode descriptions in radial for IR modes

\[Fixed] 1PN138 had wrong name in radial

\[Fixed] Possible fix for scope misalignment on k17/k4386

\[Fixed] LBH ground model was missing collider; fixes issue [#1044](https://github.com/RHSMODS/statusquo/issues/1044)

\[Fixed] Fixed wrong position of mag detach action on SMAW

\[Fixed] Fixed broken safety animation on smaw

\[Fixed] Fixed: Supply drop would be stuck mid air for proxy clients; fixes [#1027](https://github.com/RHSMODS/statusquo/issues/1027)

\[Fixed] Fixed: Supply drop wouldn't spawn its impact sounds and particles

\[Fixed] Fixed: USAF supply crate wasn't be marked for GM as a faction object

\[Fixed] Fixed M4 lower markings

\[Fixed] Description strings for some M4A1s with M203, referred to M320 instead of M203

\[Fixed] Some TV110 pouch presets were blocking backpack slot when they shouldn't

\[Fixed] Some AACPC/AAAVS pouch presets with GMR packs were not blocking backpack slot

\[Fixed] Fixed: Ducked taped the warheads of GBU/KH/UMPK to conform to the AR bug that hinders the performance of large explosives - their AOE is somewhat reduced but because of that their damage should work (around 20m radius)

\[Fixed] Added unique numbers to Order parameter in faction config - this should prevent spawning problems connected with random order on server & client

\[Fixed] Fixed, wrong rotation of fire selector on M27

\[Fixed] AN-94 did not allow reattaching bayonets once removed (added an invisible, non-removable attachment with the required ObstructionAttributes class)

\[Fixed] Cleaned up camo1 M27 prefab

\[Fixed] Wrong color string in Bagariy pouch presets displayname

\[Fixed] Disabled grip test slot in M27IAR\_base to prevent log spam

\[Fixed] Fixed more log

\[Fixed] Script API compatibility with AR 1.3

\[Fixed] Fixed headphones slot had incorrect position on Exfil helmets

\[Fixed] Fixed headset position on Spartan3 / AirFrame helmet

\[Fixed] Fixed: Switch brightness action on garmim watches doesn't work; fixes [#1071](https://github.com/RHSMODS/statusquo/issues/1071)

\[Fixed] Fixed SpectrumDevice animation log spam

\[Fixed] Fixed M4A1 BLOCK 2 was missing hierarchy component

\[Fixed] Fixed M4A1 URGI was missing hierarchy component

\[Fixed] Fixed 2A82 Sound was broken after 1.3 update

\[Fixed] Fixed 2A18 Sound was broken after 1.3 update

\[Fixed] Fixed 9M113 Sound was broken after 1.3 update

\[Fixed] Fixed Pouch\_Filbe\_bandolier had no ground model

\[Fixed] Fixed debug worn model was turned on on several vests and vest presets

\[Fixed] Fixed wrong left hand position when m240 is deployed while standing or crouching

\[Fixed] Vehicle turret zoom was broken after 1.3; fixes [#1058](https://github.com/RHSMODS/statusquo/issues/1058)

\[Fixed] Fixed Vector and PDU ADS overlay delay; fixes [#1051](https://github.com/RHSMODS/statusquo/issues/1051)

**Deleted**

\[Removed] Dummy flash hider prefabs that were slotted in 5.56mm suppressors. The flash hider meshes are now part of the suppressor model to avoid potential crashes

\[Removed] Removed vertical grip prototype


# 0.10

This document is regenerated automatically from our systems at a time of a release.

## 0.10.4075

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4075

*<mark style="color:red;">Date:</mark>* Tuesday, January 21, 2025

*<mark style="color:red;">Revisions Since Last:</mark>* 5 (4070)

*<mark style="color:red;">Changes:</mark>* 0 additions, 1 improvements, 4 fixes and 0 deletions.
{% endhint %}

**Added**

**Improved**

\[Improved] Adjusted position and FOV of inventory preview for Bagariy vest

**Fixed**

\[Fixed] Cleaned up camo1 M27 prefab

\[Fixed] Wrong color string in Bagariy pouch presets displayname

\[Fixed] Disabled grip test slot in M27IAR\_base to prevent log spam

\[Fixed] Fixed more log

**Deleted**

## 0.10.4070

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 4070

*<mark style="color:red;">Date:</mark>* Monday, January 20, 2025

*<mark style="color:red;">Revisions Since Last:</mark>* 122 (3948)

*<mark style="color:red;">Changes:</mark>* 20 additions, 9 improvements, 19 fixes and 1 deletions.
{% endhint %}

**Added**

\[Added] Zip on panel 2.0 initial injection with 4 patterns(so far)

\[Added] LODs to Zip on panel 2.0 models

\[Added] CADPAT MT for crye rolled and crye pants

\[Added] New military trousers for ION. Prefab made and added to arsenal but not completed

\[Added] Added Wartech patch

\[Added] Multicam black texture for new military trousers

\[Added] Harris detachable bipod now fully functional with M27 and M38

\[Added] Added new AA CPC pouch presets

\[Added] Added Bagari vest

\[Added] CADPAT Temperate to ion

\[Added] Canadian flag patch

\[Added] M4 carbine with M203

\[Added] CAF\_CCUE\_Trousers

\[Added] Added pouch presets without belt for Coyote AVS and JPC

\[Added] Added Team Wendy Exfil Helmet

\[Added] Added ECH covers in all CADPAT pattern to ion arsenal

\[Added] Added ECH LC bare bones helmet to ION arsenal so covers can be used

\[Added] Added Spartan-3 Helmet

\[Added] Added 6b47 with OpsCore chinstrap

\[Added] BCT\_Boots

**Improved**

\[Improved] Slightly improved K4386 Gearbox and Engine

\[Improved] PEQ-16 visible illuminator was too aggressive

\[Improved] Tweaked illuminator (lights and lasers) light volume settings to make it more realistic

\[Improved] Added a little bit of glow to G45/G17 and M18/M17 tritium sights

\[Improved] Adjusted morph/shape-key for MSOB insignia patch, to conform with curvature of other patches

\[Improved] Slightly improved K4386 armored glass

\[Improved] Added new Reload Empty animation for both M4 platform, and M27 IAR

\[Improved] ION radio frequency encryption key is now "baguette"

\[Improved] Work on standardizing displayname strings for AFRF helmets

**Fixed**

\[Fixed] Black screen when in a vehicle crash as passenger; fixes [#1031](https://github.com/RHSMODS/statusquo/issues/1031)

\[Fixed] Fixed colliders of some of the helmet ground models

\[Fixed] Helstar strobe has swapped mode descriptions in radial for IR modes

\[Fixed] 1PN138 had wrong name in radial

\[Fixed] Possible fix for scope misalignment on k17/k4386

\[Fixed] LBH ground model was missing collider; fixes issue [#1044](https://github.com/RHSMODS/statusquo/issues/1044)

\[Fixed] Fixed wrong position of mag detach action on SMAW

\[Fixed] Fixed broken safety animation on smaw

\[Fixed] Fixed: Supply drop would be stuck mid air for proxy clients; fixes [#1027](https://github.com/RHSMODS/statusquo/issues/1027)

\[Fixed] Fixed: Supply drop wouldn't spawn its impact sounds and particles

\[Fixed] Fixed: USAF supply crate wasn't be marked for GM as a faction object

\[Fixed] Fixed M4 lower markings

\[Fixed] Description strings for some M4A1s with M203, referred to M320 instead of M203

\[Fixed] Some TV110 pouch presets were blocking backpack slot when they shouldn't

\[Fixed] Some AACPC/AAAVS pouch presets with GMR packs were not blocking backpack slot

\[Fixed] Fixed: Ducked taped the warheads of GBU/KH/UMPK to conform to the AR bug that hinders the performance of large explosives - their AOE is somewhat reduced but because of that their damage should work (around 20m radius)

\[Fixed] Added unique numbers to Order parameter in faction config - this should prevent spawning problems connected with random order on server & client

\[Fixed] Fixed, wrong rotation of fire selector on M27

\[Fixed] AN-94 did not allow reattaching bayonets once removed (added an invisible, non-removable attachment with the required ObstructionAttributes class)

**Deleted**

\[Removed] Removed vertical grip prototype

## 0.10.3948

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 3948

*<mark style="color:red;">Date:</mark>* Monday, December 16, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 42 (3906)

*<mark style="color:red;">Changes:</mark>* 4 additions, 2 improvements, 2 fixes and 1 deletions.
{% endhint %}

**Added**

\[Added] Added tan version of ural4320

\[Added] Added front grip prototype

\[Added] Added USMC MEF AT Teams

\[Added] Added MK153 SMAW MOD.2

**Improved**

\[Improved] Tweaked light attenuation parameters for PEQ-16 visible illuminator

\[Improved] Fixed supply drop mislabeling in GM. Fixes [#1021](https://github.com/RHSMODS/statusquo/issues/1021)

**Fixed**

\[Fixed] Fixed floating pouch loadouts on custom loadout respawn; Fixes [#1022](https://github.com/RHSMODS/statusquo/issues/1022)

\[Fixed] Some lights were causing gras and clutter to be flattened in front of player when on; fixes issue [#1023](https://github.com/RHSMODS/statusquo/issues/1023)

**Deleted**

\[Removed] Dummy flash hider prefabs that were slotted in 5.56mm suppressors. The flash hider meshes are now part of the suppressor model to avoid potential crashes

## 0.10.3906

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 3906

*<mark style="color:red;">Date:</mark>* Thursday, December 12, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 507 (3399)

*<mark style="color:red;">Changes:</mark>* 46 additions, 42 improvements, 34 fixes and 4 deletions.
{% endhint %}

**Added**

\[Added] Added gray, green and coyote variants of MICH2000 helmet

\[Added] Muzzle attachment slots for weapons that accept suppressors

\[Added] Made and unsuppressed M4A1 CQBR prefab, and modified the existing suppressed one to inherit from it

\[Added] K-4386 Typhoon-VDV

\[Added] K-4386 Typhoon-VDV (unarmed)

\[Added] Added K-4386 Green

\[Added] Added K-4386 Tan

\[Added] Added K-4386 Green (Armed)

\[Added] Added K-4386 Tan (Armed)

\[Added] Added OPSCORE FAST SF Helmet

\[Added] AK-101

\[Added] AK-102

\[Added] Added sliding rail system for the top sight rail of the M4 and M27 rifles; for now compatible only with collimator sights

\[Added] Added TBH-3A Helmet

\[Added] Added RGR JPC

\[Added] Suppressor slot to SVD

\[Added] TGP-V 2 suppressor for SVD

\[Added] Added USMC M67, M18 and UBGL pouches

\[Added] Added USMC Bandolier

\[Added] Added GL presets to all coyote vests

\[Added] Added new PC G2 pouch presets

\[Added] Added Night Desert Parka

\[Added] Added CADPAT Multi-Terrain Parka

\[Added] Attachment version of KAC M4 folding front sight

\[Added] Added SU-233/PVS weapon light

\[Added] Added Rosgvardiya variant of K4386

\[Added] M16A2 with weaver rail

\[Added] M16A2 carbine with weaver rail

\[Added] Added black AVS

\[Added] Added Surefire M300C tactical light

\[Added] ION branded parkas

\[Added] Civilian-style parkas

\[Added] Added WML tactical light

\[Added] Added SU-57 fly-by

\[Added] Added F-22 fly-by

\[Added] Added AN/PSQ-23 Storm rangefinder

\[Added] Added Klesh-2 flashlight; fixes [#1003](https://github.com/RHSMODS/statusquo/issues/1003)

\[Added] Casual T-Shirt

\[Added] ION M1025

\[Added] M4A1 URG-I ("SOPMOD Block 3"). With with 10.3, 11.5, and 14.5 inch barrels

\[Added] Added range based zeroing to vehicle optics

\[Added] Added Radio Recon teams and characters for both USAF and AFRF

\[Added] Muscle shirts and sleeveless VDV telnyashka

\[Added] T-Shirts

\[Added] L8A Tactical Rear Sight

\[Added] DD Barrels without decals 10.3 11.5 14.5

**Improved**

\[Improved] Updated weapon animation graphs

\[Improved] Hid weapons in Arsenal that were pre-equipped with suppressors by marking them as WEAPON\_VARIANT, now that suppressors can be added as attachments

\[Improved] Tweaked M4 LOD transitions to stop switching too soon

\[Improved] Added visual damage to turrets when destroyed

\[Improved] Added visual damage to tires

\[Improved] LSHZ helmet now can be used without cover

\[Improved] Corrected AK-105 rate of fire (now 600 rnd/min)

\[Improved] Tweaked strobe vis and IR light configurations;

\[Improved] Improved driver and gunner displays for K4386

\[Improved] Camo/Color strings in displaynames for MICH and CVC helmets

\[Improved] LBH helmets with liberator headsets now use shorter version of displayname string

\[Improved] Replaced chinstrap for green and gray miches to MSA one

\[Improved] Renamed grey MICH 2000 as "ACH" now it has correct MSA straps

\[Improved] Enables rail sliding on all compatible scopes and weapons

\[Improved] Moved NT4 models slightly forward in .fbx so they are positioned more correctly w/r/t rifle muzzle

\[Improved] Reworked M27 attachment slots. Lasers can be side mounted now.

\[Improved] M27 rail cover kits only compatible with M27 now.

\[Improved] Lasers use new rail sliding system.

\[Improved] Reduced melee damage of M4s and M27s in line with current values on vanilla weapons

\[Improved] Reworked M4 attachment slots. Lasers can be side mounted now. ERGO and FSP have front mounting points. Fixes [#778](https://github.com/RHSMODS/statusquo/issues/778)

\[Improved] M4 carry handle sight inventory volume now calculated the same as other similarly sized attachments

\[Improved] Some VKPO pants were missing LODs

\[Improved] All applicable skeletons have been reconfigured to be compatible with Reforger 1.2.1

\[Improved] NVG toggle now 2xDUp on new controller scheme.

\[Improved] Added hints for turret stabilization, rangefinder and target following mode

\[Improved] K-17 and T-14 were missing raindrop sounds

\[Improved] Important keybinding hints don't fade away into nothing anymore

\[Improved] Tweaked some of the laser and illuminator light sources

\[Improved] Shortened name of Perst Classic Gen.4 in radial menu

\[Improved] Updated tan surefire textures

\[Improved] Mounted lights can have strobe functionality

\[Improved] Separated M4A1 charging handle mesh as its own prefab part (to facilitate customization through Workbench)

\[Improved] SOPMOD Block II M4s now have a gas block under the rail

\[Improved] M4A1 Block II rifles in ION faction replaced with non-US military, 'Daniel Offence' rollmarked rifles

\[Improved] Tan Spectre now has a tan MRDS

\[Improved] Added Tan and OD Green MBUS sights in ION Arsenal

\[Improved] Changed: Added supply drops used by CISS to the GM entity catalog

\[Improved] Changed impact particle effects on armored plates

\[Improved] Updated surefire textures

\[Improved] Moved helmet covers to be next to their relevant helmet set in REDFOR Arsenal

\[Improved] Improvements to NVG overlays and effects

\[Improved] Tweaked some source glows of IR lights; fixes [#964](https://github.com/RHSMODS/statusquo/issues/964)

**Fixed**

\[Fixed] Syntax fix for 1.21 update ("Ternimate()"->"Terminate()")

\[Fixed] Fixed duplicated AK105 case ejection component which was causing CTD in game

\[Fixed] Fixed SR3 animation graph

\[Fixed] M4 with black DD rails now in USMC and ION arsenals; fixes [#813](https://github.com/RHSMODS/statusquo/issues/813)

\[Fixed] Fixed Log Console errors related to Button\_Operation.acp - removed no longer existing links in txt editor

\[Fixed] Fixed K-17 rear door wasnt closing properly (For some reason, vehicle animations and their blending is driven by events on player animations. BI plz fix)

\[Fixed] Fixed Tucha smoke launcher was using AGS magwell

\[Fixed] Fixed max elevation on T-14

\[Fixed] M4 Carryhandle was missing from arsenal, leading to fault when saving

\[Fixed] Fixed bolt action & fire anim selector animations - <https://github.com/RHSMODS/statusquo/issues/992>

\[Fixed] 6L26 (45rnd RPK-74M) tracer magazine didn't have the correct ammo flag icon

\[Fixed] Helstar green light was on by default

\[Fixed] Fixed normal issues with FAST SF helmet

\[Fixed] Velcro slots on MG pouch preset for PC Gen III, weren't displaying patches

\[Fixed] Fixed weird glass window collider behaviour on K4386

\[Fixed] VGM-93 projectile had missing texture

\[Fixed] Lasers were missing attach action.

\[Fixed] Laser attachments couldn't be put in pockets and vests

\[Fixed] Added idle finger anims to GM94 - fixes GM94 lowered pose

\[Fixed] Fixed: NVG effect would persist after users death; fixed [#1008](https://github.com/RHSMODS/statusquo/issues/1008)

\[Fixed] Not being able to adjust the gain of the PAS13 mounted on M2

\[Fixed] Fixed missing vehicles in build mode - close [#988](https://github.com/RHSMODS/statusquo/issues/988)

\[Fixed] Removed variants from Conflict players + fixed missing weapon on AFRF character

\[Fixed] Controller key binding of NVG and IR fixed for vehicle optics; fixes [#1006](https://github.com/RHSMODS/statusquo/issues/1006)

\[Fixed] Updated skeleton on Xmas lights

\[Fixed] Fixed: Scabbards were flaky; fixes [#1014](https://github.com/RHSMODS/statusquo/issues/1014)

\[Fixed] Fixed K-17 "missing bone" log spam

\[Fixed] TA648MDO + RMR should work in MP now; fixes [#977](https://github.com/RHSMODS/statusquo/issues/977)

\[Fixed] Fixed: Supply box smoke would continue to emit particles even after box was destroyed

\[Fixed] Fixed wrong dovetail attachment position on AKS74UN (B18)

\[Fixed] Some TOR helmets had wrong description string.

\[Fixed] Fixed arm patch for flora uniform

\[Fixed] Fixed Most of weapons with custom sounds were missing interior reverb shader

\[Fixed] Fixed: Putting NVG in the backpack would break its animation; fixes [#905](https://github.com/RHSMODS/statusquo/issues/905)

**Deleted**

\[Removed] Removed now unused flashhider prefab from Showcase

\[Removed] Removed Open hatch action on k-17

\[Removed] Removed Open hatch action on t-14

\[Removed] Removed Infratech TWS T1 combo as it was not working

## 0.10.3904

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 3904

*<mark style="color:red;">Date:</mark>* Wednesday, December 11, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 11 (3893)

*<mark style="color:red;">Changes:</mark>* 1 additions, 0 improvements, 0 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] DD Barrels without decals 10.3 11.5 14.5

**Improved**

**Fixed**

**Deleted**

## 0.10.3893

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 3893

*<mark style="color:red;">Date:</mark>* Tuesday, December 10, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 31 (3862)

*<mark style="color:red;">Changes:</mark>* 1 additions, 2 improvements, 2 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] L8A Tactical Rear Sight

**Improved**

\[Improved] Improvements to NVG overlays and effects

\[Improved] Tweaked some source glows of IR lights; fixes [#964](https://github.com/RHSMODS/statusquo/issues/964)

**Fixed**

\[Fixed] Fixed Most of weapons with custom sounds were missing interior reverb shader

\[Fixed] Fixed: Putting NVG in the backpack would break its animation; fixes [#905](https://github.com/RHSMODS/statusquo/issues/905)

**Deleted**

## 0.10.3862

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 3862

*<mark style="color:red;">Date:</mark>* Sunday, December 8, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 51 (3811)

*<mark style="color:red;">Changes:</mark>* 3 additions, 7 improvements, 4 fixes and 1 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Added Radio Recon teams and characters for both USAF and AFRF

\[Added] Muscle shirts and sleeveless VDV telnyashka

\[Added] T-Shirts

**Improved**

\[Improved] M4A1 Block II rifles in ION faction replaced with non-US military, 'Daniel Offence' rollmarked rifles

\[Improved] Tan Spectre now has a tan MRDS

\[Improved] Added Tan and OD Green MBUS sights in ION Arsenal

\[Improved] Changed: Added supply drops used by CISS to the GM entity catalog

\[Improved] Changed impact particle effects on armored plates

\[Improved] Updated surefire textures

\[Improved] Moved helmet covers to be next to their relevant helmet set in REDFOR Arsenal

**Fixed**

\[Fixed] Fixed: Supply box smoke would continue to emit particles even after box was destroyed

\[Fixed] Fixed wrong dovetail attachment position on AKS74UN (B18)

\[Fixed] Some TOR helmets had wrong description string.

\[Fixed] Fixed arm patch for flora uniform

**Deleted**

\[Removed] Removed Infratech TWS T1 combo as it was not working

## 0.10.3811

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 3811

*<mark style="color:red;">Date:</mark>* Sunday, December 1, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 8 (3803)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 0 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

**Fixed**

**Deleted**

## 0.10.3803

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 3803

*<mark style="color:red;">Date:</mark>* Sunday, December 1, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 51 (3752)

*<mark style="color:red;">Changes:</mark>* 4 additions, 1 improvements, 2 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Casual T-Shirt

\[Added] ION M1025

\[Added] M4A1 URG-I ("SOPMOD Block 3"). With with 10.3, 11.5, and 14.5 inch barrels

\[Added] Added range based zeroing to vehicle optics

**Improved**

\[Improved] SOPMOD Block II M4s now have a gas block under the rail

**Fixed**

\[Fixed] Fixed K-17 "missing bone" log spam

\[Fixed] TA648MDO + RMR should work in MP now; fixes [#977](https://github.com/RHSMODS/statusquo/issues/977)

**Deleted**

## 0.10.3752

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 3752

*<mark style="color:red;">Date:</mark>* Sunday, November 24, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 10 (3742)

*<mark style="color:red;">Changes:</mark>* 0 additions, 3 improvements, 1 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

\[Improved] Updated tan surefire textures

\[Improved] Mounted lights can have strobe functionality

\[Improved] Separated M4A1 charging handle mesh as its own prefab part (to facilitate customization through Workbench)

**Fixed**

\[Fixed] Fixed: Scabbards were flaky; fixes [#1014](https://github.com/RHSMODS/statusquo/issues/1014)

**Deleted**

## 0.10.3742

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 3742

*<mark style="color:red;">Date:</mark>* Tuesday, November 19, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 7 (3735)

*<mark style="color:red;">Changes:</mark>* 0 additions, 2 improvements, 1 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

\[Improved] Tweaked some of the laser and illuminator light sources

\[Improved] Shortened name of Perst Classic Gen.4 in radial menu

**Fixed**

\[Fixed] Updated skeleton on Xmas lights

**Deleted**

## 0.10.3735

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 3735

*<mark style="color:red;">Date:</mark>* Sunday, November 17, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 40 (3695)

*<mark style="color:red;">Changes:</mark>* 4 additions, 3 improvements, 0 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Added SU-57 fly-by

\[Added] Added F-22 fly-by

\[Added] Added AN/PSQ-23 Storm rangefinder

\[Added] Added Klesh-2 flashlight; fixes [#1003](https://github.com/RHSMODS/statusquo/issues/1003)

**Improved**

\[Improved] Added hints for turret stabilization, rangefinder and target following mode

\[Improved] K-17 and T-14 were missing raindrop sounds

\[Improved] Important keybinding hints don't fade away into nothing anymore

**Fixed**

**Deleted**

## 0.10.3695

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 3695

*<mark style="color:red;">Date:</mark>* Sunday, November 10, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 11 (3684)

*<mark style="color:red;">Changes:</mark>* 0 additions, 1 improvements, 3 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

\[Improved] NVG toggle now 2xDUp on new controller scheme.

**Fixed**

\[Fixed] Fixed missing vehicles in build mode - close [#988](https://github.com/RHSMODS/statusquo/issues/988)

\[Fixed] Removed variants from Conflict players + fixed missing weapon on AFRF character

\[Fixed] Controller key binding of NVG and IR fixed for vehicle optics; fixes [#1006](https://github.com/RHSMODS/statusquo/issues/1006)

**Deleted**

## 0.10.3684

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 3684

*<mark style="color:red;">Date:</mark>* Wednesday, November 6, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 1 (3683)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 1 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

**Fixed**

\[Fixed] Not being able to adjust the gain of the PAS13 mounted on M2

**Deleted**

## 0.10.3683

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 3683

*<mark style="color:red;">Date:</mark>* Tuesday, November 5, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 12 (3671)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 2 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

**Fixed**

\[Fixed] Added idle finger anims to GM94 - fixes GM94 lowered pose

\[Fixed] Fixed: NVG effect would persist after users death; fixed [#1008](https://github.com/RHSMODS/statusquo/issues/1008)

**Deleted**

## 0.10.3671

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 3671

*<mark style="color:red;">Date:</mark>* Wednesday, October 30, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 21 (3650)

*<mark style="color:red;">Changes:</mark>* 5 additions, 0 improvements, 0 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Added black AVS

\[Added] Added Surefire M300C tactical light

\[Added] ION branded parkas

\[Added] Civilian-style parkas

\[Added] Added WML tactical light

**Improved**

**Fixed**

**Deleted**

## 0.10.3650

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 3650

*<mark style="color:red;">Date:</mark>* Sunday, October 27, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 8 (3642)

*<mark style="color:red;">Changes:</mark>* 2 additions, 1 improvements, 0 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] M16A2 with weaver rail

\[Added] M16A2 carbine with weaver rail

**Improved**

\[Improved] All applicable skeletons have been reconfigured to be compatible with Reforger 1.2.1

**Fixed**

**Deleted**

## 0.10.3642

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 3642

*<mark style="color:red;">Date:</mark>* Saturday, October 26, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 6 (3636)

*<mark style="color:red;">Changes:</mark>* 1 additions, 1 improvements, 0 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Added Rosgvardiya variant of K4386

**Improved**

\[Improved] Some VKPO pants were missing LODs

**Fixed**

**Deleted**

## 0.10.3636

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 3636

*<mark style="color:red;">Date:</mark>* Thursday, October 24, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 32 (3604)

*<mark style="color:red;">Changes:</mark>* 2 additions, 1 improvements, 0 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Attachment version of KAC M4 folding front sight

\[Added] Added SU-233/PVS weapon light

**Improved**

\[Improved] M4 carry handle sight inventory volume now calculated the same as other similarly sized attachments

**Fixed**

**Deleted**

## 0.10.3604

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 3604

*<mark style="color:red;">Date:</mark>* Sunday, October 13, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 12 (3592)

*<mark style="color:red;">Changes:</mark>* 0 additions, 6 improvements, 2 fixes and 2 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

\[Improved] Moved NT4 models slightly forward in .fbx so they are positioned more correctly w/r/t rifle muzzle

\[Improved] Reworked M27 attachment slots. Lasers can be side mounted now.

\[Improved] M27 rail cover kits only compatible with M27 now.

\[Improved] Lasers use new rail sliding system.

\[Improved] Reduced melee damage of M4s and M27s in line with current values on vanilla weapons

\[Improved] Reworked M4 attachment slots. Lasers can be side mounted now. ERGO and FSP have front mounting points. Fixes [#778](https://github.com/RHSMODS/statusquo/issues/778)

**Fixed**

\[Fixed] Lasers were missing attach action.

\[Fixed] Laser attachments couldn't be put in pockets and vests

**Deleted**

\[Removed] Removed Open hatch action on k-17

\[Removed] Removed Open hatch action on t-14

## 0.10.3592

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 3592

*<mark style="color:red;">Date:</mark>* Saturday, October 12, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 34 (3558)

*<mark style="color:red;">Changes:</mark>* 10 additions, 4 improvements, 4 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Added TBH-3A Helmet

\[Added] Added RGR JPC

\[Added] Suppressor slot to SVD

\[Added] TGP-V 2 suppressor for SVD

\[Added] Added USMC M67, M18 and UBGL pouches

\[Added] Added USMC Bandolier

\[Added] Added GL presets to all coyote vests

\[Added] Added new PC G2 pouch presets

\[Added] Added Night Desert Parka

\[Added] Added CADPAT Multi-Terrain Parka

**Improved**

\[Improved] LBH helmets with liberator headsets now use shorter version of displayname string

\[Improved] Replaced chinstrap for green and gray miches to MSA one

\[Improved] Renamed grey MICH 2000 as "ACH" now it has correct MSA straps

\[Improved] Enables rail sliding on all compatible scopes and weapons

**Fixed**

\[Fixed] Fixed normal issues with FAST SF helmet

\[Fixed] Velcro slots on MG pouch preset for PC Gen III, weren't displaying patches

\[Fixed] Fixed weird glass window collider behaviour on K4386

\[Fixed] VGM-93 projectile had missing texture

**Deleted**

## 0.10.3558

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 3558

*<mark style="color:red;">Date:</mark>* Sunday, October 6, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 29 (3529)

*<mark style="color:red;">Changes:</mark>* 8 additions, 5 improvements, 3 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Added K-4386 Green

\[Added] Added K-4386 Tan

\[Added] Added K-4386 Green (Armed)

\[Added] Added K-4386 Tan (Armed)

\[Added] Added OPSCORE FAST SF Helmet

\[Added] AK-101

\[Added] AK-102

\[Added] Added sliding rail system for the top sight rail of the M4 and M27 rifles; for now compatible only with collimator sights

**Improved**

\[Improved] LSHZ helmet now can be used without cover

\[Improved] Corrected AK-105 rate of fire (now 600 rnd/min)

\[Improved] Tweaked strobe vis and IR light configurations;

\[Improved] Improved driver and gunner displays for K4386

\[Improved] Camo/Color strings in displaynames for MICH and CVC helmets

**Fixed**

\[Fixed] Fixed bolt action & fire anim selector animations - <https://github.com/RHSMODS/statusquo/issues/992>

\[Fixed] 6L26 (45rnd RPK-74M) tracer magazine didn't have the correct ammo flag icon

\[Fixed] Helstar green light was on by default

**Deleted**

## 0.10.3529

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 3529

*<mark style="color:red;">Date:</mark>* Wednesday, October 2, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 59 (3470)

*<mark style="color:red;">Changes:</mark>* 3 additions, 4 improvements, 1 fixes and 1 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Made and unsuppressed M4A1 CQBR prefab, and modified the existing suppressed one to inherit from it

\[Added] K-4386 Typhoon-VDV

\[Added] K-4386 Typhoon-VDV (unarmed)

**Improved**

\[Improved] Hid weapons in Arsenal that were pre-equipped with suppressors by marking them as WEAPON\_VARIANT, now that suppressors can be added as attachments

\[Improved] Tweaked M4 LOD transitions to stop switching too soon

\[Improved] Added visual damage to turrets when destroyed

\[Improved] Added visual damage to tires

**Fixed**

\[Fixed] M4 Carryhandle was missing from arsenal, leading to fault when saving

**Deleted**

\[Removed] Removed now unused flashhider prefab from Showcase

## 0.10.3470

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 3470

*<mark style="color:red;">Date:</mark>* Sunday, September 22, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 720 (2750)

*<mark style="color:red;">Changes:</mark>* 134 additions, 103 improvements, 137 fixes and 7 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Added Wartech UP101 admin pouch

\[Added] Added Wartech UP102 admin pouch

\[Added] Added Wartech UP103 medkit pouch

\[Added] Added Wartech UP104 utility pouch

\[Added] Added Wartech UP108 utility pouch

\[Added] Added Wartech UP109 utility pouch

\[Added] Added Wartech UP118 utility pouch

\[Added] Added Wartech UP120 utility pouch

\[Added] Added Blueforce Triple mag pouch

\[Added] Added HSGI bleeder medkit pouch

\[Added] Added HSGI pistol pouch

\[Added] Added Shaw concepts NERD mini pouch

\[Added] Added Shaw concepts NERD large pouch

\[Added] Added Shaw concepts Placard V3

\[Added] Added Shaw concepts Flex pouch

\[Added] Added Shaw concepts Raid pouch

\[Added] Added PC G3 radio pouch

\[Added] Added SU-231A Black

\[Added] Added SU-231A Tan

\[Added] Added EXPS 3-1 Black

\[Added] Added EXPS 3-1 Tan

\[Added] Added EXPS 3-2 Black

\[Added] Added EXPS 3-2 Tan

\[Added] Added EXPS 3-3 Black

\[Added] Added EXPS 3-3 Tan

\[Added] Added camo version of M27

\[Added] Added Camo painted version of SU-231A

\[Added] Added black armed MI-8

\[Added] Added PC G2 crewman kit

\[Added] Strings to MBUS

\[Added] Added B-lite strobe

\[Added] Micro T1 to redfor Arsenal box

\[Added] GPD-30 Grenade for AGS-30 on K17

\[Added] Tucha smoke launcher shot and explosion sounds

\[Added] SureFire 3prong muzzle device muzzle flashes for long and short barrels

\[Added] M40 Sounds and particles

\[Added] GM-94 Shot and handling sounds

\[Added] M240 shot sounds

\[Added] M17 Shooting sounds

\[Added] SV98 Shooting sounds

\[Added] K17 and T14 horn sounds

\[Added] Kega explosion particles and sound

\[Added] Added all Wartech pouches in EMR

\[Added] Added ARS Arma GMR in EMR

\[Added] Added ARS Arma HSGI belt in EMR

\[Added] Added Shaw Concepts pouches in Multicam

\[Added] Added HSGI pouches in Multicam

\[Added] Added Wartech MP103 Pouch

\[Added] Added JPC Platecarrier

\[Added] Added AVS Platecarrier

\[Added] Added 6.22 Rush-12 Backpack

\[Added] Added ZSh-7V

\[Added] Added TS-30A2 scope

\[Added] Added TS-30A2 scope (camo)

\[Added] Added GEO-ONV1-01 night vision goggles

\[Added] 3uor6 30mm round instead of 3uof6

\[Added] Added Ars ARMA CPC Mod 2 Platecarrier

\[Added] Added NCPC Platecarrier

\[Added] Added side armor variants of AVS

\[Added] Added new pouches to and JPC AVS

\[Added] Added AOR1 LBH

\[Added] Added Kiver RSP cover in multicam

\[Added] Added OKC-3S bayonet

\[Added] Added painted Mich 2000

\[Added] Added AVS 6x9 in EMR Camo

\[Added] Added AA CPC with Groin protection

\[Added] Added EMR AVS with Groin protection

\[Added] Initial injection of crye g3 rolled sleeve shirt

\[Added] Added optic mount for M2HB

\[Added] Added Wartech TV102 vest

\[Added] Added Wartech TV115 vest

\[Added] Added modern PKM pouch

\[Added] GM CAS systems are available again

\[Added] Added USMC Waffletop; fixes [#748](https://github.com/RHSMODS/statusquo/issues/748)

\[Added] Added VDV beret; fixes [#949](https://github.com/RHSMODS/statusquo/issues/949)

\[Added] Added Mechanix M-Pact

\[Added] Added SOBR patches

\[Added] Added Khaki Tor cover

\[Added] Added Atacs SOBR patch

\[Added] Added Spectrum device

\[Added] Added black BRAVO4

\[Added] Added tan BRAVO4

\[Added] Added RMR standalone and on top of the MDO; fixes [#636](https://github.com/RHSMODS/statusquo/issues/636)

\[Added] Added Ronin Shuto Belt

\[Added] Added Multicam Balaclava

\[Added] Added new multicam JPC and AVS pouch presets

\[Added] Added RHS GPS map generator plugin

\[Added] Added RHS own map system prototype for GPS

\[Added] Added PMF K17/T14 map screen

\[Added] USMC MARSOC Units

\[Added] Added Black Gascan glasses

\[Added] 6b49 mask

\[Added] Added EMR Summer TV102 vest

\[Added] Added Wartech HP103 Holster

\[Added] Added Wartech GP106 grenade pouch

\[Added] Added Wartech MP111 pistol pouch

\[Added] Added Wartech MP118 pistol pouch

\[Added] Added Wartech UP113 dump pouch

\[Added] Added Wartech UP111 radio pouch

\[Added] Added Wartech TV106 + TV107 warbelt

\[Added] Added EMR pouch presets for TV102 and ARS ARMA AVS

\[Added] Added TV102 with neck protection

\[Added] Added wartech BB102 backpack

\[Added] AN/PAS-13G

\[Added] AN/PAS-13G + TS-30A2

\[Added] AN/PAS-13G + TA648MDO

\[Added] M1025 + AN/PAS-13G

\[Added] Added PKM pouches to regular MSV machine gunner

\[Added] Added olive SOBR units

\[Added] Added EMR VKPO 3.0 units

\[Added] Added FORECON units

\[Added] Added AOR2 FROG and Crye rolled sleeve shirts; fixes [#928](https://github.com/RHSMODS/statusquo/issues/928)

\[Added] Added new inspection anims to GM94

\[Added] Added GM-94

\[Added] Black and Gray ballcaps for ION PMC

\[Added] Flannel shirts in a variety of colors

\[Added] Hiking Pants, available in khaki and gray

\[Added] Added GM94 RG unit

\[Added] Added Ars Arma A20 bandolier

\[Added] Added Wartech MP105 mag pouch

\[Added] Added GM-94 (Camo)

\[Added] Added inspection animations to M40A5

\[Added] PKM mag pouch set for 6B45 vests

\[Added] Added FAB-500 (UMPK) CAS system

\[Added] BOSS Rugby shirt in gray

\[Added] Added Black Ars Arma A20

\[Added] Added SOBR olive unit with GM94

\[Added] Added multicam TOR cover

\[Added] Added Filbe M4 pouch

\[Added] Added ESS Crossbow with clear lens

\[Added] Added Black Taktika pouch preset with closed mag pouches

\[Added] Added NCPC in multicam

\[Added] Added gray, green and coyote variants of MICH2000 helmet

\[Added] Muzzle attachment slots for weapons that accept suppressors

**Improved**

\[Improved] Improved Various item size fixes

\[Improved] Changed capacity of various pouches

\[Improved] Tweaked weapon obstruction on M4A1 - fix [#825](https://github.com/RHSMODS/statusquo/issues/825)

\[Improved] Improved M27 Rear sight model

\[Improved] Changed: Made NVG and weapon laser/light device keybind hints visible only for 10s instead of indefinitely

\[Improved] Changed AN-94 recoil pattern.

\[Improved] Heavily changed M240 recoil

\[Improved] US optic localization

\[Improved] Glock localization

\[Improved] Adjusted M240B rate of fire, accuracy, and init speed to better match actual performance

\[Improved] Added new pouches to USMC kits

\[Improved] Added new vanilla 40mm flare rounds and gloves to arsenal as well as some missing magazine ammo variants for ARs, M240, & M249.

\[Improved] Changed: Temporarily disabled IR lights functionality to prevent game from crashing when saving the loadout with NVG

\[Improved] Added sounds to m40a5 animations

\[Improved] Replaced Micro T1s in blufor Arsenal and weapon prefabs. Now contains version with military designation SU-278/PVS

\[Improved] Changed position of first PMF 5.1 display in t14

\[Improved] Bayonets attached to AN-94 rifles now follow barrel recoil animation

\[Improved] Disabled velcro slots on PC Gen II/III pouch setups that don't have a admin panel on the chest

\[Improved] Enabled side plates on PC Gen II

\[Improved] TS30-A2 scope's reticle and eye relief configuration

\[Improved] More accurate FOV for TS30-A2: 2 \* (35.5/2 ft atan2 100 yd) = 6.772 deg

\[Improved] TA31 RCO magnification

\[Improved] Faster 2D vignette movement for Bravo4, PO4x24, TA648 MDO

\[Improved] 1P87 + 1P90 2D FOV and PIP magnification

\[Improved] 1P87 1P90 2D reticle color, compression and misalignment

\[Improved] Particles for AKSu, SR3m, 9m133

\[Improved] Sounds for K17 engine

\[Improved] Adjusted position of rear veclro on opscore MT and MID

\[Improved] Particle effects for SR3m, AKSu, 2a42

\[Improved] Interior sounds of K17 engine

\[Improved] Shot sounds for 2a42 and 2a82 and AGS30 (Compressor added)

\[Improved] Changed: Added hints to items that can be attached with information how they can be used and an icon of the slot that can accept this item

\[Improved] Changed: Reordered items in arsenals so that all headwear are together and headphones, masks and eyewear are after helmets

\[Improved] Added new anim sequence for k17 ramp getIn/getOut

\[Improved] Added antenna jiggle to K17

\[Improved] Added collision to K17 rear ramp

\[Improved] Tucha sounds

\[Improved] 2a42 shooting sounds and particles

\[Improved] Added SPH-44 to arsenal box

\[Improved] Changed: IR strobes surfaces can now glow when emitting light (f.e. V-Light)

\[Improved] Adjusted the order of ops core type helmets in USAF arsenal box so they're grouped more consistently

\[Improved] PDU-4 and Vector 21 magnification slightly reduced (from 7x to 5x) to keep whole reticle visible on screen, reticle stays true to sight picture

\[Improved] Tucha particles and optimization

\[Improved] Armata ammo rack particles and sounds

\[Improved] Updated RHS Conflict scenario

\[Improved] Replaced ammunition in base M40A5 magazine with M118 Special Ball (an additional magazine has been provided using the previous M80 FMJ ammo)

\[Improved] Particles for 30mm

\[Improved] Plugged in K17 engine start animations

\[Improved] ZSh-7V (pilot) helmet can now only accept GEO-ONV1-01 Night vision goggles (ant as of the moment thats the only helmet to which they can be mounted; fixes [#918](https://github.com/RHSMODS/statusquo/issues/918)

\[Improved] Added: Information when highlighting the GEO-ONV1-01 nvg and ZSh-7V helmet about the mounting compatibility restrictions

\[Improved] Corrected designation of 6Kh9-1 bayonet

\[Improved] Reworked M4A1 CQBR inheritance so that they inherit from a common base class

\[Improved] Reduced muzzle velocity of CQBR rifles

\[Improved] Adjusted TV110 preview icon

\[Improved] Added new reticle mark for 1P87 (modern)

\[Improved] Corrected tone mapping on some scopes

\[Improved] K17 buoyancy and speed in water

\[Improved] Adjusted order of some items in US Arsenal to organise by color/camo

\[Improved] Improved Triplexes texture

\[Improved] Improved T14/T15/K17 Intergrated radio texture

\[Improved] All armed M1025 in RHS now have optics installed by default

\[Improved] Light attachments have now source visibility when on (diode is visible from certain angles); fixes [#944](https://github.com/RHSMODS/statusquo/issues/944)

\[Improved] Helstar 6 now has proper HS-640-04 modes: green stable, red stable, IR stable and IR Flash; fixes [#822](https://github.com/RHSMODS/statusquo/issues/822)

\[Improved] ECH ground models now have LODs; fixes [#479](https://github.com/RHSMODS/statusquo/issues/479)

\[Improved] CVC 01 model now has LODs; fixes [#480](https://github.com/RHSMODS/statusquo/issues/480)

\[Improved] PC Gen 3 ground model now has LODs; fixes [#475](https://github.com/RHSMODS/statusquo/issues/475)

\[Improved] M40A5 model now has LODs; fixes [#473](https://github.com/RHSMODS/statusquo/issues/473)

\[Improved] Faradey 1085 boots ground model has LODs now

\[Improved] Radial can now be used to interact with attachments on vehicle mounted weapons (see Humvee with M2 that has a PEQ15)

\[Improved] Added lods to Peltor headset

\[Improved] Slightly improved textures of blue BRAVO4

\[Improved] Texture optimization on filbe sub-belt

\[Improved] Replaced Okinawa belt with Ronin belt on AVS and JPC presets

\[Improved] 6M2 models now have LODs; fixes [#483](https://github.com/RHSMODS/statusquo/issues/483)

\[Improved] Now there are patch slots on some of TV110 pouch presets

\[Improved] AK-74UN models now have LODs; fixes [#474](https://github.com/RHSMODS/statusquo/issues/474)

\[Improved] Radia menu can now open while sitting in passenger seat of vehicle (clothes attachments only) as well as manning a turret gun with attachments; fixes [#889](https://github.com/RHSMODS/statusquo/issues/889)

\[Improved] Added basic animation workspace for spectrum device

\[Improved] Updated Arland MSV vs FIA Combat Ops scenario

\[Improved] Improved 1p90 reticle

\[Improved] Leupold Mk4 ER/T 6.5-20x50 now correctly has the Horus H58 reticle; fixes [#602](https://github.com/RHSMODS/statusquo/issues/602)

\[Improved] Disabled DOF when aiming down sights of Spectrum Device

\[Improved] LShZ ground models now have LODs

\[Improved] RU balaclava ground model now have LODs

\[Improved] Added lods for PMAG

\[Improved] LShZ helmet models now have LODs; fixes [#478](https://github.com/RHSMODS/statusquo/issues/478)

\[Improved] Faradey 1085 models now have LODs; fixes [#484](https://github.com/RHSMODS/statusquo/issues/484)

\[Improved] RU balaclava worn model now has LODs; fixes [#477](https://github.com/RHSMODS/statusquo/issues/477)

\[Improved] Disabled ability to zoom on thermal with digital zoom only

\[Improved] ACOG LOD switching improved

\[Improved] Updated USMC Combat Ops scenario

\[Improved] Improved manta cover inheritance

\[Improved] Added 6b49 mask to arsenal

\[Improved] Replaced x with × as multiplication symbol in several strings

\[Improved] Some re-sorting of weapons in Arsenal boxes to follow conventional layout across factions: pistols>>rifles>>MGs>>launchers

\[Improved] Changed: CISS - Added blue and red smoke to supply drops

\[Improved] Changed: CISS - Changed cooldown and cost of call-ins to be more reasonable

\[Improved] Added: CISS - Added MSV variant of called in supply drop

\[Improved] Some displayname strings for vests, and fixed a couple of wrong ones

\[Improved] Adopted standard naming conventions for 6B45 pouch presets

\[Improved] Added some very crude & WIP prone animations for GM-94

\[Improved] Tweaked animation context positions on GM-94

\[Improved] Updated weapon animation graphs

**Fixed**

\[Fixed] M240B now has proper weight

\[Fixed] Fixed: Light device keybinds not working in 1.2 expiremental; fixed [#827](https://github.com/RHSMODS/statusquo/issues/827)

\[Fixed] Fixed: RHS factions shooting at civilians and non combatants; fixes [#800](https://github.com/RHSMODS/statusquo/issues/800)

\[Fixed] M240B Was missing SightsSwitchSkip; Fixes [#832](https://github.com/RHSMODS/statusquo/issues/832)

\[Fixed] Restored VehicleWheeledSimulation component in K17 & 2S1, which was removed in rev 2625.

\[Fixed] Removed \_SA suffix from vehicle components - there is no longer non Server Authority version of vehicle simulation

\[Fixed] Initial cleanup of vehicle prefabs

\[Fixed] Set "Parent Node From Parent" on some prefabs as warning message suggested

\[Fixed] Removed duplicated components (RigidBody) on Ammo\_Flare\_26x45\_Base.et

\[Fixed] Fixed 2S1 get in/out

\[Fixed] Fixed duplicated Rigidbody on marker grenades

\[Fixed] Fixed 6x9 missing locale strings

\[Fixed] Wrong laser position on M40A5

\[Fixed] Fixed MG\_RPK74N\_1P78.et was missing 1p78

\[Fixed] Fixed draggable 9M133

\[Fixed] Fixed SR3M lacking any visual recoil

\[Fixed] Revived various K17/T14 Smart systems

\[Fixed] Revived triplexes

\[Fixed] Patched two more prefabs (T14 turrets) which could potentially crash the game

\[Fixed] Potential fix for 2S1 & T14 crashes

\[Fixed] Resaved PDU4 & Garmin works spaces in order to update their graphs and fix console log warnings

\[Fixed] Strings and preview image for Zephyr GTX boots

\[Fixed] Fixed Character\_RHS\_RF\_SOF\_MG.et was missing helmet

\[Fixed] Fixed flibe subbelt ground model

\[Fixed] Fixed Vest\_PCGen\_II/Variants/Vest\_PCGen\_II\_rifleman.et and Vest\_PCGen\_II/Variants/Vest\_PCGen\_II\_tako3.et were missing ground model

\[Fixed] Bayonet could not be attached to M27 rifles via inspection

\[Fixed] Bayonet could not be attached to AN94 rifles via inspection

\[Fixed] 6Kh9 bayonet name did not display correctly in interaction menu

\[Fixed] Disabled bayonet slot on CQBR, SOPMOD Block II and ERGO rail variants of M4 rifles - barrels are either too short, or do not have an accessible lug to fit bayonets

\[Fixed] Fixed: Helmet attachments disappearing after certain distance from their initial spawn position; Fixes [#871](https://github.com/RHSMODS/statusquo/issues/871)

\[Fixed] B-lite and VIP strobe had incorrect names in radial menu

\[Fixed] Fixed wrong pos of BlueForce pouch on pcgen3 light; Fixes [#866](https://github.com/RHSMODS/statusquo/issues/866)

\[Fixed] Issue [#826](https://github.com/RHSMODS/statusquo/issues/826). AK-105's sights are now zeroed and animated

\[Fixed] Fixed AN-94 barrel movement - this was caused by some missing anims (fire mode and trigger animations)

\[Fixed] Updated weapon graphs - replaced FullBodyGadget to FullBody and updated weapon inspection variable. This should fix crouched weapon inspection issue

\[Fixed] RPLComponent Parent Node error on several assets (most fixes were already in 0.9.2833, but wasn't included in the changelog)

\[Fixed] Fixed: IR lights are working again

\[Fixed] Fixed: (1.2) Some spall and warheads had old configurations; fixes [#876](https://github.com/RHSMODS/statusquo/issues/876)

\[Fixed] Fixed broken scabbard reference in 6B45 rifleman pouch set

\[Fixed] Issue [#828](https://github.com/RHSMODS/statusquo/issues/828) Changed inheritance of AK-74M with NPZ rail and GP-25 to inherit from AK-74M w/ GP-25

\[Fixed] Ballistics for VOG-30, it matches real data now

\[Fixed] Vector 21 and PDU: fixed magnification, reticle scale and consistency with vanilla binoculars

\[Fixed] Fixed: wrong configuration of RplComponent of some prefabs; fixes [#880](https://github.com/RHSMODS/statusquo/issues/880)

\[Fixed] Fixed: GM CAS not working; fixes [#873](https://github.com/RHSMODS/statusquo/issues/873)

\[Fixed] Fixed: GBU particles could start playing long after the explosion if player wasnt looking at them at that time

\[Fixed] Fixed wrong position of 6X9 scabbard on rifleman pouch kit

\[Fixed] Fixed wrong position of PONOS camera on all helmets

\[Fixed] Some .acp files related to 2a42

\[Fixed] Fixed: Some ECH variants were accepting wrong helmet covers

\[Fixed] Fixed: Attaching headphones from the arsenal could prevent attachment of the mask to the helmet

\[Fixed] Fixed: Added NPE prevention to RHS\_LaserLightDevice

\[Fixed] Fixed M240 bipod lods were missing skinning

\[Fixed] Fixed wrong collider type and material on LBH

\[Fixed] TOR-2 ground model collider was broken

\[Fixed] TOR-2 face shieled was not hiding in FPV; fixes [#857](https://github.com/RHSMODS/statusquo/issues/857)

\[Fixed] Fixed: Missing attachable item hints; Fixes [#888](https://github.com/RHSMODS/statusquo/issues/888)

\[Fixed] Fixed: Attachable headgear like masks or headphones would still disappear when wearer would go outside of replication range of their spawn position

\[Fixed] Fixed: Adjust spotlight angle action progress is wrong; Fixes [#890](https://github.com/RHSMODS/statusquo/issues/890)

\[Fixed] Fixed: Weapon deployment not working form M4A1; Fixes [#891](https://github.com/RHSMODS/statusquo/issues/891)

\[Fixed] Fixed: SU-260/P MDO item preview was incorrect; fixes [#887](https://github.com/RHSMODS/statusquo/issues/887)

\[Fixed] Fixed Wrong sound acp file for DAGR and Orion

\[Fixed] Minor log spam caused by clothing

\[Fixed] Fixed TOR colliders

\[Fixed] Fixed NPE trap in RHS\_MuzzleEffectComponent.c

\[Fixed] M203 now has the detach and attach ammo actions in inspection; fixes [#897](https://github.com/RHSMODS/statusquo/issues/897)

\[Fixed] Fixed: pouches wouldnt show items stored in them for other clients in MP; fixes [#899](https://github.com/RHSMODS/statusquo/issues/899)

\[Fixed] Fixed several ground model colliders having wrong material.

\[Fixed] Fixed clothing material assign errors; fixes [#872](https://github.com/RHSMODS/statusquo/issues/872)

\[Fixed] Fixed major crash

\[Fixed] 1P21 PIP magnification - sight rear, front and scope radius needed tweak

\[Fixed] Fixed Jeans were missing some hide body parts params

\[Fixed] Missing animation files related to M40 safety. (Issue [#906](https://github.com/RHSMODS/statusquo/issues/906))

\[Fixed] AKS-74UN w/ LTSU and B-18 picatinny mount having the wrong animation set. (Issue [#842](https://github.com/RHSMODS/statusquo/issues/842))

\[Fixed] Fixed Filbe was using using wrong mesh for ground model

\[Fixed] Fixed EXPS / SU-231A reticle flickering

\[Fixed] Small PDU-4 layout tweak

\[Fixed] Fixed FAST MT Marpat wrong texture

\[Fixed] TS30A2 reticle changed to rear focal plane, valid only at maximum magnification 8x

\[Fixed] Damage on 30mm rounds

\[Fixed] Fixed strings on TV-110 pouch presets

\[Fixed] Trailing space in PC Gen III display name string

\[Fixed] Fixed: Items dragged while arsenal is open would be refunded rather than transferred to the storage to which they were meant to go; fixes [#916](https://github.com/RHSMODS/statusquo/issues/916)

\[Fixed] Fixed: Inventory option to press F in order to equip an gadget straight from the inventory would not show up; fixes [#916](https://github.com/RHSMODS/statusquo/issues/916)

\[Fixed] Fixed: When some vest were present then gloves would go to the vest rather than to their dedicated slot; fixes [#916](https://github.com/RHSMODS/statusquo/issues/916)

\[Fixed] Fixed m240 had broken collider

\[Fixed] Some preview icons were not loading the camo correctly; fixes [#921](https://github.com/RHSMODS/statusquo/issues/921)

\[Fixed] Fixed wrong Taktika belts description

\[Fixed] Fixed K17 antena animation CTD

\[Fixed] TV-110 triple pouch are now part of the vest

\[Fixed] Fixed VV Atacs Rifleman lost his mags by moving TV110 triple pouch into TV110

\[Fixed] Fixed 7N22 accidental penetration buff

\[Fixed] Fixed wrong materials on coyote AVS 6x6 cummerbund

\[Fixed] Fixed: CAS in form of KH55 and GBU dropped from FA18 is back in GM arsenal

\[Fixed] Improved internal troops faction with new gear

\[Fixed] Radial menu was showing bad preview icons

\[Fixed] Battery packs were not hiding in FPV; fixed [#908](https://github.com/RHSMODS/statusquo/issues/908)

\[Fixed] GEO-ONV1 eye lights were misaligned; work on [#929](https://github.com/RHSMODS/statusquo/issues/929)

\[Fixed] Source point location of light on some IR and light devices was wrong

\[Fixed] Switch light had wrong name in radial

\[Fixed] TS30A2 zeroing changed to "camera turn"

\[Fixed] Fixed wrong reticle texture on 1P90

\[Fixed] Fixed triplex layout z-order

\[Fixed] Fixed: Radio wouldnt be visible in the pouch; fixes [#956](https://github.com/RHSMODS/statusquo/issues/956)

\[Fixed] Coy pouches replaced by MC pouches on JPC pouch preset

\[Fixed] MICH colliders had some errors

\[Fixed] MICH materials had some errors

\[Fixed] Fixed 3UBR6 was dealing 0 damage to vehicles

\[Fixed] Last LODs of Liberator and Sordin headsets had no skinning

\[Fixed] Inventory cloth inspection compatibility with gamepad (works semi-decently); fixes [#957](https://github.com/RHSMODS/statusquo/issues/957)

\[Fixed] Urban Tan Sentry helmet with AMP headset had wrong offset values for side rail slots

\[Fixed] M40 no longer has sight switch if an optic is attached

\[Fixed] Fixed AN/PEQ-15 Weight

\[Fixed] Fixed AN/PEQ-16 Weight

\[Fixed] Suppressed SR-3M had weird recoil settings compared to unsuppressed; fixes [#968](https://github.com/RHSMODS/statusquo/issues/968)

\[Fixed] Fixed stock folding MP synchronization; fixes [#967](https://github.com/RHSMODS/statusquo/issues/967)

\[Fixed] Manta prefabs had wrong emat references; fixes [#907](https://github.com/RHSMODS/statusquo/issues/907)

\[Fixed] Surefire attachments had wrong collider materials assigned

\[Fixed] Some Arsenal boxes were lacking proper Handwear and Explosives categorization

\[Fixed] Fixed rush 12 ground model lods

\[Fixed] Fixed SpectrumDevice gamepad horizontal input

\[Fixed] Added missing collider to GM94

\[Fixed] Fixed minor error message about missing string, associated with Block 2 CQBRs

\[Fixed] Fixed 1P87+1PN138 Combo had broken reticle

\[Fixed] Fixed: CISS - Supply in high wind would fall in a different place for clients

\[Fixed] ION were shooting at civilians

\[Fixed] Corrected some displaynames for ION gear

\[Fixed] Disabled experimental patch slots on Rush packs - hasn't been working properly with the rucksack's vertex skinning/weighing

\[Fixed] Fixed Long Console errors related to thermal character - removed non existing remaps

\[Fixed] Fixed: Infinite reload time displayed to clients when CAS strike is cancelled; fixes [#979](https://github.com/RHSMODS/statusquo/issues/979)

\[Fixed] Syntax fix for 1.21 update ("Ternimate()"->"Terminate()")

\[Fixed] Fixed duplicated AK105 case ejection component which was causing CTD in game

\[Fixed] Fixed SR3 animation graph

\[Fixed] M4 with black DD rails now in USMC and ION arsenals; fixes [#813](https://github.com/RHSMODS/statusquo/issues/813)

\[Fixed] Fixed Log Console errors related to Button\_Operation.acp - removed no longer existing links in txt editor

\[Fixed] Fixed K-17 rear door wasnt closing properly (For some reason, vehicle animations and their blending is driven by events on player animations. BI plz fix)

\[Fixed] Fixed Tucha smoke launcher was using AGS magwell

\[Fixed] Fixed max elevation on T-14

**Deleted**

\[Removed] Removed: Deleted override of EGadgetType which was adding RHS\_GPS as now vanilla has GPS enum

\[Removed] Removed some default patches from few TV110 pouch presets

\[Removed] 3uof6 30mm round, since it is not real

\[Removed] Removed several variants of Mich 2000 and Mich 2001

\[Removed] Removed: Game Master - Temporarily removed F/A-18 GBU and KH-55 CAS due to unpredictable crashes

\[Removed] CHANGED FACTION KEY FOR USAF FACTION \[RHS\_US\_USMC - > RHS\_USAF]

\[Removed] CHANGED FACTION KEY FOR AFRF FACTION \[RHS\_RF\_MSV - > RHS\_AFRF]


# 0.9

This document is regenerated automatically from our systems at a time of a release.

## 0.9.3399

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 3399

*<mark style="color:red;">Date:</mark>* Saturday, September 14, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 27 (3372)

*<mark style="color:red;">Changes:</mark>* 7 additions, 2 improvements, 2 fixes and 0 deletions.
{% endhint %}

**Added**

\[Added] Added Black Ars Arma A20

\[Added] Added SOBR olive unit with GM94

\[Added] Added multicam TOR cover

\[Added] Added Filbe M4 pouch

\[Added] Added ESS Crossbow with clear lens

\[Added] Added Black Taktika pouch preset with closed mag pouches

\[Added] Added NCPC in multicam

**Improved**

\[Improved] Added some very crude & WIP prone animations for GM-94

\[Improved] Tweaked animation context positions on GM-94

**Fixed**

\[Fixed] Fixed Long Console errors related to thermal character - removed non existing remaps

\[Fixed] Fixed: Infinite reload time displayed to clients when CAS strike is cancelled; fixes [#979](https://github.com/RHSMODS/statusquo/issues/979)

**Deleted**

## 0.9.3372

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 3372

*<mark style="color:red;">Date:</mark>* Monday, September 9, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 46 (3326)

*<mark style="color:red;">Changes:</mark>* 13 additions, 7 improvements, 8 fixes and 0 deletions.
{% endhint %}

**Added**

\[Added] Added new inspection anims to GM94

\[Added] Added GM-94

\[Added] Black and Gray ballcaps for ION PMC

\[Added] Flannel shirts in a variety of colors

\[Added] Hiking Pants, available in khaki and gray

\[Added] Added GM94 RG unit

\[Added] Added Ars Arma A20 bandolier

\[Added] Added Wartech MP105 mag pouch

\[Added] Added GM-94 (Camo)

\[Added] Added inspection animations to M40A5

\[Added] PKM mag pouch set for 6B45 vests

\[Added] Added FAB-500 (UMPK) CAS system

\[Added] BOSS Rugby shirt in gray

**Improved**

\[Improved] Replaced x with × as multiplication symbol in several strings

\[Improved] Some re-sorting of weapons in Arsenal boxes to follow conventional layout across factions: pistols>>rifles>>MGs>>launchers

\[Improved] Changed: CISS - Added blue and red smoke to supply drops

\[Improved] Changed: CISS - Changed cooldown and cost of call-ins to be more reasonable

\[Improved] Added: CISS - Added MSV variant of called in supply drop

\[Improved] Some displayname strings for vests, and fixed a couple of wrong ones

\[Improved] Adopted standard naming conventions for 6B45 pouch presets

**Fixed**

\[Fixed] Fixed SpectrumDevice gamepad horizontal input

\[Fixed] Added missing collider to GM94

\[Fixed] Fixed minor error message about missing string, associated with Block 2 CQBRs

\[Fixed] Fixed 1P87+1PN138 Combo had broken reticle

\[Fixed] Fixed: CISS - Supply in high wind would fall in a different place for clients

\[Fixed] ION were shooting at civilians

\[Fixed] Corrected some displaynames for ION gear

\[Fixed] Disabled experimental patch slots on Rush packs - hasn't been working properly with the rucksack's vertex skinning/weighing

**Deleted**

## 0.9.3326

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 3326

*<mark style="color:red;">Date:</mark>* Friday, September 6, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 232 (3094)

*<mark style="color:red;">Changes:</mark>* 45 additions, 39 improvements, 30 fixes and 2 deletions.
{% endhint %}

**Added**

\[Added] Initial injection of crye g3 rolled sleeve shirt

\[Added] Added optic mount for M2HB

\[Added] Added Wartech TV102 vest

\[Added] Added Wartech TV115 vest

\[Added] Added modern PKM pouch

\[Added] GM CAS systems are available again

\[Added] Added USMC Waffletop; fixes [#748](https://github.com/RHSMODS/statusquo/issues/748)

\[Added] Added VDV beret; fixes [#949](https://github.com/RHSMODS/statusquo/issues/949)

\[Added] Added Mechanix M-Pact

\[Added] Added SOBR patches

\[Added] Added Khaki Tor cover

\[Added] Added Atacs SOBR patch

\[Added] Added Spectrum device

\[Added] Added black BRAVO4

\[Added] Added tan BRAVO4

\[Added] Added RMR standalone and on top of the MDO; fixes [#636](https://github.com/RHSMODS/statusquo/issues/636)

\[Added] Added Ronin Shuto Belt

\[Added] Added Multicam Balaclava

\[Added] Added new multicam JPC and AVS pouch presets

\[Added] Added RHS GPS map generator plugin

\[Added] Added RHS own map system prototype for GPS

\[Added] Added PMF K17/T14 map screen

\[Added] USMC MARSOC Units

\[Added] Added Black Gascan glasses

\[Added] 6b49 mask

\[Added] Added EMR Summer TV102 vest

\[Added] Added Wartech HP103 Holster

\[Added] Added Wartech GP106 grenade pouch

\[Added] Added Wartech MP111 pistol pouch

\[Added] Added Wartech MP118 pistol pouch

\[Added] Added Wartech UP113 dump pouch

\[Added] Added Wartech UP111 radio pouch

\[Added] Added Wartech TV106 + TV107 warbelt

\[Added] Added EMR pouch presets for TV102 and ARS ARMA AVS

\[Added] Added TV102 with neck protection

\[Added] Added wartech BB102 backpack

\[Added] AN/PAS-13G

\[Added] AN/PAS-13G + TS-30A2

\[Added] AN/PAS-13G + TA648MDO

\[Added] M1025 + AN/PAS-13G

\[Added] Added PKM pouches to regular MSV machine gunner

\[Added] Added olive SOBR units

\[Added] Added EMR VKPO 3.0 units

\[Added] Added FORECON units

\[Added] Added AOR2 FROG and Crye rolled sleeve shirts; fixes [#928](https://github.com/RHSMODS/statusquo/issues/928)

**Improved**

\[Improved] Added new reticle mark for 1P87 (modern)

\[Improved] Corrected tone mapping on some scopes

\[Improved] K17 buoyancy and speed in water

\[Improved] Adjusted order of some items in US Arsenal to organise by color/camo

\[Improved] Improved Triplexes texture

\[Improved] Improved T14/T15/K17 Intergrated radio texture

\[Improved] All armed M1025 in RHS now have optics installed by default

\[Improved] Light attachments have now source visibility when on (diode is visible from certain angles); fixes [#944](https://github.com/RHSMODS/statusquo/issues/944)

\[Improved] Helstar 6 now has proper HS-640-04 modes: green stable, red stable, IR stable and IR Flash; fixes [#822](https://github.com/RHSMODS/statusquo/issues/822)

\[Improved] ECH ground models now have LODs; fixes [#479](https://github.com/RHSMODS/statusquo/issues/479)

\[Improved] CVC 01 model now has LODs; fixes [#480](https://github.com/RHSMODS/statusquo/issues/480)

\[Improved] PC Gen 3 ground model now has LODs; fixes [#475](https://github.com/RHSMODS/statusquo/issues/475)

\[Improved] M40A5 model now has LODs; fixes [#473](https://github.com/RHSMODS/statusquo/issues/473)

\[Improved] Faradey 1085 boots ground model has LODs now

\[Improved] Radial can now be used to interact with attachments on vehicle mounted weapons (see Humvee with M2 that has a PEQ15)

\[Improved] Added lods to Peltor headset

\[Improved] Slightly improved textures of blue BRAVO4

\[Improved] Texture optimization on filbe sub-belt

\[Improved] Replaced Okinawa belt with Ronin belt on AVS and JPC presets

\[Improved] 6M2 models now have LODs; fixes [#483](https://github.com/RHSMODS/statusquo/issues/483)

\[Improved] Now there are patch slots on some of TV110 pouch presets

\[Improved] AK-74UN models now have LODs; fixes [#474](https://github.com/RHSMODS/statusquo/issues/474)

\[Improved] Radia menu can now open while sitting in passenger seat of vehicle (clothes attachments only) as well as manning a turret gun with attachments; fixes [#889](https://github.com/RHSMODS/statusquo/issues/889)

\[Improved] Added basic animation workspace for spectrum device

\[Improved] Updated Arland MSV vs FIA Combat Ops scenario

\[Improved] Improved 1p90 reticle

\[Improved] Leupold Mk4 ER/T 6.5-20x50 now correctly has the Horus H58 reticle; fixes [#602](https://github.com/RHSMODS/statusquo/issues/602)

\[Improved] Disabled DOF when aiming down sights of Spectrum Device

\[Improved] LShZ ground models now have LODs

\[Improved] RU balaclava ground model now have LODs

\[Improved] Added lods for PMAG

\[Improved] LShZ helmet models now have LODs; fixes [#478](https://github.com/RHSMODS/statusquo/issues/478)

\[Improved] Faradey 1085 models now have LODs; fixes [#484](https://github.com/RHSMODS/statusquo/issues/484)

\[Improved] RU balaclava worn model now has LODs; fixes [#477](https://github.com/RHSMODS/statusquo/issues/477)

\[Improved] Disabled ability to zoom on thermal with digital zoom only

\[Improved] ACOG LOD switching improved

\[Improved] Updated USMC Combat Ops scenario

\[Improved] Improved manta cover inheritance

\[Improved] Added 6b49 mask to arsenal

**Fixed**

\[Fixed] Fixed VV Atacs Rifleman lost his mags by moving TV110 triple pouch into TV110

\[Fixed] Fixed 7N22 accidental penetration buff

\[Fixed] Fixed wrong materials on coyote AVS 6x6 cummerbund

\[Fixed] Fixed: CAS in form of KH55 and GBU dropped from FA18 is back in GM arsenal

\[Fixed] Improved internal troops faction with new gear

\[Fixed] Radial menu was showing bad preview icons

\[Fixed] Battery packs were not hiding in FPV; fixed [#908](https://github.com/RHSMODS/statusquo/issues/908)

\[Fixed] GEO-ONV1 eye lights were misaligned; work on [#929](https://github.com/RHSMODS/statusquo/issues/929)

\[Fixed] Source point location of light on some IR and light devices was wrong

\[Fixed] Switch light had wrong name in radial

\[Fixed] TS30A2 zeroing changed to "camera turn"

\[Fixed] Fixed wrong reticle texture on 1P90

\[Fixed] Fixed triplex layout z-order

\[Fixed] Fixed: Radio wouldnt be visible in the pouch; fixes [#956](https://github.com/RHSMODS/statusquo/issues/956)

\[Fixed] Coy pouches replaced by MC pouches on JPC pouch preset

\[Fixed] MICH colliders had some errors

\[Fixed] MICH materials had some errors

\[Fixed] Fixed 3UBR6 was dealing 0 damage to vehicles

\[Fixed] Last LODs of Liberator and Sordin headsets had no skinning

\[Fixed] Inventory cloth inspection compatibility with gamepad (works semi-decently); fixes [#957](https://github.com/RHSMODS/statusquo/issues/957)

\[Fixed] Urban Tan Sentry helmet with AMP headset had wrong offset values for side rail slots

\[Fixed] M40 no longer has sight switch if an optic is attached

\[Fixed] Fixed AN/PEQ-15 Weight

\[Fixed] Fixed AN/PEQ-16 Weight

\[Fixed] Suppressed SR-3M had weird recoil settings compared to unsuppressed; fixes [#968](https://github.com/RHSMODS/statusquo/issues/968)

\[Fixed] Fixed stock folding MP synchronization; fixes [#967](https://github.com/RHSMODS/statusquo/issues/967)

\[Fixed] Manta prefabs had wrong emat references; fixes [#907](https://github.com/RHSMODS/statusquo/issues/907)

\[Fixed] Surefire attachments had wrong collider materials assigned

\[Fixed] Some Arsenal boxes were lacking proper Handwear and Explosives categorization

\[Fixed] Fixed rush 12 ground model lods

**Deleted**

\[Removed] CHANGED FACTION KEY FOR USAF FACTION \[RHS\_US\_USMC - > RHS\_USAF]

\[Removed] CHANGED FACTION KEY FOR AFRF FACTION \[RHS\_RF\_MSV - > RHS\_AFRF]

## 0.9.3094

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 3094

*<mark style="color:red;">Date:</mark>* Friday, July 26, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 121 (2973)

*<mark style="color:red;">Changes:</mark>* 26 additions, 13 improvements, 21 fixes and 4 deletions.
{% endhint %}

**Added**

\[Added] Kega explosion particles and sound

\[Added] Added all Wartech pouches in EMR

\[Added] Added ARS Arma GMR in EMR

\[Added] Added ARS Arma HSGI belt in EMR

\[Added] Added Shaw Concepts pouches in Multicam

\[Added] Added HSGI pouches in Multicam

\[Added] Added Wartech MP103 Pouch

\[Added] Added JPC Platecarrier

\[Added] Added AVS Platecarrier

\[Added] Added 6.22 Rush-12 Backpack

\[Added] Added ZSh-7V

\[Added] Added TS-30A2 scope

\[Added] Added TS-30A2 scope (camo)

\[Added] Added GEO-ONV1-01 night vision goggles

\[Added] 3uor6 30mm round instead of 3uof6

\[Added] Added Ars ARMA CPC Mod 2 Platecarrier

\[Added] Added NCPC Platecarrier

\[Added] Added side armor variants of AVS

\[Added] Added new pouches to and JPC AVS

\[Added] Added AOR1 LBH

\[Added] Added Kiver RSP cover in multicam

\[Added] Added OKC-3S bayonet

\[Added] Added painted Mich 2000

\[Added] Added AVS 6x9 in EMR Camo

\[Added] Added AA CPC with Groin protection

\[Added] Added EMR AVS with Groin protection

**Improved**

\[Improved] PDU-4 and Vector 21 magnification slightly reduced (from 7x to 5x) to keep whole reticle visible on screen, reticle stays true to sight picture

\[Improved] Tucha particles and optimization

\[Improved] Armata ammo rack particles and sounds

\[Improved] Updated RHS Conflict scenario

\[Improved] Replaced ammunition in base M40A5 magazine with M118 Special Ball (an additional magazine has been provided using the previous M80 FMJ ammo)

\[Improved] Particles for 30mm

\[Improved] Plugged in K17 engine start animations

\[Improved] ZSh-7V (pilot) helmet can now only accept GEO-ONV1-01 Night vision goggles (ant as of the moment thats the only helmet to which they can be mounted; fixes [#918](https://github.com/RHSMODS/statusquo/issues/918)

\[Improved] Added: Information when highlighting the GEO-ONV1-01 nvg and ZSh-7V helmet about the mounting compatibility restrictions

\[Improved] Corrected designation of 6Kh9-1 bayonet

\[Improved] Reworked M4A1 CQBR inheritance so that they inherit from a common base class

\[Improved] Reduced muzzle velocity of CQBR rifles

\[Improved] Adjusted TV110 preview icon

**Fixed**

\[Fixed] Fixed major crash

\[Fixed] 1P21 PIP magnification - sight rear, front and scope radius needed tweak

\[Fixed] Fixed Jeans were missing some hide body parts params

\[Fixed] Missing animation files related to M40 safety. (Issue [#906](https://github.com/RHSMODS/statusquo/issues/906))

\[Fixed] AKS-74UN w/ LTSU and B-18 picatinny mount having the wrong animation set. (Issue [#842](https://github.com/RHSMODS/statusquo/issues/842))

\[Fixed] Fixed Filbe was using using wrong mesh for ground model

\[Fixed] Fixed EXPS / SU-231A reticle flickering

\[Fixed] Small PDU-4 layout tweak

\[Fixed] Fixed FAST MT Marpat wrong texture

\[Fixed] TS30A2 reticle changed to rear focal plane, valid only at maximum magnification 8x

\[Fixed] Damage on 30mm rounds

\[Fixed] Fixed strings on TV-110 pouch presets

\[Fixed] Trailing space in PC Gen III display name string

\[Fixed] Fixed: Items dragged while arsenal is open would be refunded rather than transferred to the storage to which they were meant to go; fixes [#916](https://github.com/RHSMODS/statusquo/issues/916)

\[Fixed] Fixed: Inventory option to press F in order to equip an gadget straight from the inventory would not show up; fixes [#916](https://github.com/RHSMODS/statusquo/issues/916)

\[Fixed] Fixed: When some vest were present then gloves would go to the vest rather than to their dedicated slot; fixes [#916](https://github.com/RHSMODS/statusquo/issues/916)

\[Fixed] Fixed m240 had broken collider

\[Fixed] Some preview icons were not loading the camo correctly; fixes [#921](https://github.com/RHSMODS/statusquo/issues/921)

\[Fixed] Fixed wrong Taktika belts description

\[Fixed] Fixed K17 antena animation CTD

\[Fixed] TV-110 triple pouch are now part of the vest

**Deleted**

\[Removed] Removed some default patches from few TV110 pouch presets

\[Removed] 3uof6 30mm round, since it is not real

\[Removed] Removed several variants of Mich 2000 and Mich 2001

\[Removed] Removed: Game Master - Temporarily removed F/A-18 GBU and KH-55 CAS due to unpredictable crashes

## 0.9.2973

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 2973

*<mark style="color:red;">Date:</mark>* Monday, July 8, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 140 (2833)

*<mark style="color:red;">Changes:</mark>* 9 additions, 26 improvements, 43 fixes and 0 deletions.
{% endhint %}

**Added**

\[Added] GPD-30 Grenade for AGS-30 on K17

\[Added] Tucha smoke launcher shot and explosion sounds

\[Added] SureFire 3prong muzzle device muzzle flashes for long and short barrels

\[Added] M40 Sounds and particles

\[Added] GM-94 Shot and handling sounds

\[Added] M240 shot sounds

\[Added] M17 Shooting sounds

\[Added] SV98 Shooting sounds

\[Added] K17 and T14 horn sounds

**Improved**

\[Improved] Changed position of first PMF 5.1 display in t14

\[Improved] Bayonets attached to AN-94 rifles now follow barrel recoil animation

\[Improved] Disabled velcro slots on PC Gen II/III pouch setups that don't have a admin panel on the chest

\[Improved] Enabled side plates on PC Gen II

\[Improved] TS30-A2 scope's reticle and eye relief configuration

\[Improved] More accurate FOV for TS30-A2: 2 \* (35.5/2 ft atan2 100 yd) = 6.772 deg

\[Improved] TA31 RCO magnification

\[Improved] Faster 2D vignette movement for Bravo4, PO4x24, TA648 MDO

\[Improved] 1P87 + 1P90 2D FOV and PIP magnification

\[Improved] 1P87 1P90 2D reticle color, compression and misalignment

\[Improved] Particles for AKSu, SR3m, 9m133

\[Improved] Sounds for K17 engine

\[Improved] Adjusted position of rear veclro on opscore MT and MID

\[Improved] Particle effects for SR3m, AKSu, 2a42

\[Improved] Interior sounds of K17 engine

\[Improved] Shot sounds for 2a42 and 2a82 and AGS30 (Compressor added)

\[Improved] Changed: Added hints to items that can be attached with information how they can be used and an icon of the slot that can accept this item

\[Improved] Changed: Reordered items in arsenals so that all headwear are together and headphones, masks and eyewear are after helmets

\[Improved] Added new anim sequence for k17 ramp getIn/getOut

\[Improved] Added antenna jiggle to K17

\[Improved] Added collision to K17 rear ramp

\[Improved] Tucha sounds

\[Improved] 2a42 shooting sounds and particles

\[Improved] Added SPH-44 to arsenal box

\[Improved] Changed: IR strobes surfaces can now glow when emitting light (f.e. V-Light)

\[Improved] Adjusted the order of ops core type helmets in USAF arsenal box so they're grouped more consistently

**Fixed**

\[Fixed] Bayonet could not be attached to M27 rifles via inspection

\[Fixed] Bayonet could not be attached to AN94 rifles via inspection

\[Fixed] 6Kh9 bayonet name did not display correctly in interaction menu

\[Fixed] Disabled bayonet slot on CQBR, SOPMOD Block II and ERGO rail variants of M4 rifles - barrels are either too short, or do not have an accessible lug to fit bayonets

\[Fixed] Fixed: Helmet attachments disappearing after certain distance from their initial spawn position; Fixes [#871](https://github.com/RHSMODS/statusquo/issues/871)

\[Fixed] B-lite and VIP strobe had incorrect names in radial menu

\[Fixed] Fixed wrong pos of BlueForce pouch on pcgen3 light; Fixes [#866](https://github.com/RHSMODS/statusquo/issues/866)

\[Fixed] Issue [#826](https://github.com/RHSMODS/statusquo/issues/826). AK-105's sights are now zeroed and animated

\[Fixed] Fixed AN-94 barrel movement - this was caused by some missing anims (fire mode and trigger animations)

\[Fixed] Updated weapon graphs - replaced FullBodyGadget to FullBody and updated weapon inspection variable. This should fix crouched weapon inspection issue

\[Fixed] RPLComponent Parent Node error on several assets (most fixes were already in 0.9.2833, but wasn't included in the changelog)

\[Fixed] Fixed: IR lights are working again

\[Fixed] Fixed: (1.2) Some spall and warheads had old configurations; fixes [#876](https://github.com/RHSMODS/statusquo/issues/876)

\[Fixed] Fixed broken scabbard reference in 6B45 rifleman pouch set

\[Fixed] Issue [#828](https://github.com/RHSMODS/statusquo/issues/828) Changed inheritance of AK-74M with NPZ rail and GP-25 to inherit from AK-74M w/ GP-25

\[Fixed] Ballistics for VOG-30, it matches real data now

\[Fixed] Vector 21 and PDU: fixed magnification, reticle scale and consistency with vanilla binoculars

\[Fixed] Fixed: wrong configuration of RplComponent of some prefabs; fixes [#880](https://github.com/RHSMODS/statusquo/issues/880)

\[Fixed] Fixed: GM CAS not working; fixes [#873](https://github.com/RHSMODS/statusquo/issues/873)

\[Fixed] Fixed: GBU particles could start playing long after the explosion if player wasnt looking at them at that time

\[Fixed] Fixed wrong position of 6X9 scabbard on rifleman pouch kit

\[Fixed] Fixed wrong position of PONOS camera on all helmets

\[Fixed] Some .acp files related to 2a42

\[Fixed] Fixed: Some ECH variants were accepting wrong helmet covers

\[Fixed] Fixed: Attaching headphones from the arsenal could prevent attachment of the mask to the helmet

\[Fixed] Fixed: Added NPE prevention to RHS\_LaserLightDevice

\[Fixed] Fixed M240 bipod lods were missing skinning

\[Fixed] Fixed wrong collider type and material on LBH

\[Fixed] TOR-2 ground model collider was broken

\[Fixed] TOR-2 face shieled was not hiding in FPV; fixes [#857](https://github.com/RHSMODS/statusquo/issues/857)

\[Fixed] Fixed: Missing attachable item hints; Fixes [#888](https://github.com/RHSMODS/statusquo/issues/888)

\[Fixed] Fixed: Attachable headgear like masks or headphones would still disappear when wearer would go outside of replication range of their spawn position

\[Fixed] Fixed: Adjust spotlight angle action progress is wrong; Fixes [#890](https://github.com/RHSMODS/statusquo/issues/890)

\[Fixed] Fixed: Weapon deployment not working form M4A1; Fixes [#891](https://github.com/RHSMODS/statusquo/issues/891)

\[Fixed] Fixed: SU-260/P MDO item preview was incorrect; fixes [#887](https://github.com/RHSMODS/statusquo/issues/887)

\[Fixed] Fixed Wrong sound acp file for DAGR and Orion

\[Fixed] Minor log spam caused by clothing

\[Fixed] Fixed TOR colliders

\[Fixed] Fixed NPE trap in RHS\_MuzzleEffectComponent.c

\[Fixed] M203 now has the detach and attach ammo actions in inspection; fixes [#897](https://github.com/RHSMODS/statusquo/issues/897)

\[Fixed] Fixed: pouches wouldnt show items stored in them for other clients in MP; fixes [#899](https://github.com/RHSMODS/statusquo/issues/899)

\[Fixed] Fixed several ground model colliders having wrong material.

\[Fixed] Fixed clothing material assign errors; fixes [#872](https://github.com/RHSMODS/statusquo/issues/872)

**Deleted**

## 0.9.2833

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 2833

*<mark style="color:red;">Date:</mark>* Friday, June 28, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 18 (2815)

*<mark style="color:red;">Changes:</mark>* 1 additions, 3 improvements, 7 fixes and 0 deletions.
{% endhint %}

**Added**

\[Added] Micro T1 to redfor Arsenal box

**Improved**

\[Improved] Changed: Temporarily disabled IR lights functionality to prevent game from crashing when saving the loadout with NVG

\[Improved] Added sounds to m40a5 animations

\[Improved] Replaced Micro T1s in blufor Arsenal and weapon prefabs. Now contains version with military designation SU-278/PVS

**Fixed**

\[Fixed] Patched two more prefabs (T14 turrets) which could potentially crash the game

\[Fixed] Potential fix for 2S1 & T14 crashes

\[Fixed] Resaved PDU4 & Garmin works spaces in order to update their graphs and fix console log warnings

\[Fixed] Strings and preview image for Zephyr GTX boots

\[Fixed] Fixed Character\_RHS\_RF\_SOF\_MG.et was missing helmet

\[Fixed] Fixed flibe subbelt ground model

\[Fixed] Fixed Vest\_PCGen\_II/Variants/Vest\_PCGen\_II\_rifleman.et and Vest\_PCGen\_II/Variants/Vest\_PCGen\_II\_tako3.et were missing ground model

**Deleted**

## 0.9.2815

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 2815

*<mark style="color:red;">Date:</mark>* Thursday, June 27, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 240 (2575)

*<mark style="color:red;">Changes:</mark>* 63 additions, 31 improvements, 57 fixes and 2 deletions.
{% endhint %}

**Added**

\[Added] Added AOR2 texture to Crye clothing and FROG pants

\[Added] Added OPSCORE LBH

\[Added] Added MICH 2000 and MICH 2001

\[Added] Added Liberator headset

\[Added] Added Sordin headset

\[Added] Added ECH helmet cover desert MARPAT

\[Added] Added OPSCORE MT and XP with Liberator headset on rail

\[Added] Added OPSCORE LBH with Liberator headset on rail

\[Added] Added TOR S helmet with Sordin headset on rail

\[Added] Added TOR-2 Helmet

\[Added] Added ECH with Liberator headset on rail

\[Added] Added highcut ECH helmet covers

\[Added] Added Bek's Luma boots (localization not done yet)

\[Added] Surefire warden

\[Added] Surefire socom RC2

\[Added] Surefire socom RC3

\[Added] Surefire fa762ss

\[Added] Surefire prong4

\[Added] Surefire prong3

\[Added] Surefire muzzles (RC2, RC3, WARDEN, FA762SS, PRONG3, PRONG4)

\[Added] LongSleve Hoodie in multicam, black and ATACS

\[Added] Added USMC Sub-belt

\[Added] Added new PC G3 pouch preset

\[Added] Random unit variants in MSV and MEF groups

\[Added] Added Tactica pouch preset with no belt

\[Added] Added PC G3 pouch preset with no belt

\[Added] Vkpo3.0 emr

\[Added] Added civilian jeans

\[Added] Added TV110 vest

\[Added] Added Wartech pouches

\[Added] Added new pouches to PC G3

\[Added] Added OD and multicam ARS ARMA HSGI belt

\[Added] Added Wartech UP101 admin pouch

\[Added] Added Wartech UP102 admin pouch

\[Added] Added Wartech UP103 medkit pouch

\[Added] Added Wartech UP104 utility pouch

\[Added] Added Wartech UP108 utility pouch

\[Added] Added Wartech UP109 utility pouch

\[Added] Added Wartech UP118 utility pouch

\[Added] Added Wartech UP120 utility pouch

\[Added] Added Blueforce Triple mag pouch

\[Added] Added HSGI bleeder medkit pouch

\[Added] Added HSGI pistol pouch

\[Added] Added Shaw concepts NERD mini pouch

\[Added] Added Shaw concepts NERD large pouch

\[Added] Added Shaw concepts Placard V3

\[Added] Added Shaw concepts Flex pouch

\[Added] Added Shaw concepts Raid pouch

\[Added] Added PC G3 radio pouch

\[Added] Added SU-231A Black

\[Added] Added SU-231A Tan

\[Added] Added EXPS 3-1 Black

\[Added] Added EXPS 3-1 Tan

\[Added] Added EXPS 3-2 Black

\[Added] Added EXPS 3-2 Tan

\[Added] Added EXPS 3-3 Black

\[Added] Added EXPS 3-3 Tan

\[Added] Added camo version of M27

\[Added] Added Camo painted version of SU-231A

\[Added] Added black armed MI-8

\[Added] Added PC G2 crewman kit

\[Added] Strings to MBUS

\[Added] Added B-lite strobe

**Improved**

\[Improved] Particles of 2a42, 30mm, 2a82, 125mm

\[Improved] All OPSCORES and TOR helmet scaled close to ECH

\[Improved] KIVER RSP scaled close to ECH

\[Improved] Improved model and textures TGPA

\[Improved] TGPA new model and textures

\[Improved] Changed suspension system on Lowcut ECHs

\[Improved] Changed: Reduced all eyewear volume to make them fit most storages; fixes [#799](https://github.com/RHSMODS/statusquo/issues/799)

\[Improved] Changed: M4A1 and its variants can accept m9 bayonet

\[Improved] Changed: Made 6X9 bayonet functional

\[Improved] Changed: M27 and its variants can accept m9 bayonet

\[Improved] Changed: AN94 and its variants can accept 6X9-1 or 6Kh4 bayonet

\[Improved] Changed: Added bayonets to their respective arsenals

\[Improved] Sording and Liberator ground models have colliders; fixes [#804](https://github.com/RHSMODS/statusquo/issues/804)

\[Improved] Vkpo3.0 textures and rig

\[Improved] Changed: Helmet covers can now enable velcro slots on helmets which may have previously not have velcro slots and at the same time they can also block them if f.e. such cover doesnt have velcro on it

\[Improved] Changed: If helmet cover will obstructed already used slot then game will not allow for equipping such cover until player removes that item from the slot that will be obstructed

\[Improved] Changed: When player removes helmet cover which enabled velcro slots then items which were attached to it will be moved to other storage in that players inventory or dropped on the ground if that is not possible

\[Improved] Vehicle configs now use Multi Lists; work on [#769](https://github.com/RHSMODS/statusquo/issues/769)

\[Improved] Switched out some ground models for clothes to more appropriate default models. WIP

\[Improved] Improved Various item size fixes

\[Improved] Changed capacity of various pouches

\[Improved] Tweaked weapon obstruction on M4A1 - fix [#825](https://github.com/RHSMODS/statusquo/issues/825)

\[Improved] Improved M27 Rear sight model

\[Improved] Changed: Made NVG and weapon laser/light device keybind hints visible only for 10s instead of indefinitely

\[Improved] Changed AN-94 recoil pattern.

\[Improved] Heavily changed M240 recoil

\[Improved] US optic localization

\[Improved] Glock localization

\[Improved] Adjusted M240B rate of fire, accuracy, and init speed to better match actual performance

\[Improved] Added new pouches to USMC kits

\[Improved] Added new vanilla 40mm flare rounds and gloves to arsenal as well as some missing magazine ammo variants for ARs, M240, & M249.

**Fixed**

\[Fixed] Tracer color of 3UOF6 (Yellow to Red)

\[Fixed] Fixed: 1PN138 NVG was sometimes visible in FPP; fixes [#763](https://github.com/RHSMODS/statusquo/issues/763)

\[Fixed] Fixed: NVG effect would be removed if user would switch between fullscreen and windowed mode; fixes [#764](https://github.com/RHSMODS/statusquo/issues/764)

\[Fixed] Fixed: Wrong configuration of helmet covers and their slots; fixes [#768](https://github.com/RHSMODS/statusquo/issues/768)

\[Fixed] Fixed: Rifle clipping when slung over back with only PC Gen III; fixes [#767](https://github.com/RHSMODS/statusquo/issues/767)

\[Fixed] Fixed invisible velcro shapes on OPSCORE XP

\[Fixed] Added lods to ESS crossbow and Strelok on TOR

\[Fixed] Fixed: Not being able to attach patches to the top velcro slot of the pc gen III pouch kit

\[Fixed] Fixed: Watch would rotate during some animation when worn on the wrist

\[Fixed] Fixed: (1.2) Cas deals no damage; fixes [#789](https://github.com/RHSMODS/statusquo/issues/789)

\[Fixed] Fixed: (1.2) NVGs broken; fixes [#777](https://github.com/RHSMODS/statusquo/issues/777)

\[Fixed] Fixed: (1.2) 1P21 PiP reticle range animation; fixes [#780](https://github.com/RHSMODS/statusquo/issues/780)

\[Fixed] Fixed: (1.2) broken PEQ button sound

\[Fixed] Fixed: (1.2) NPE when hovering over items in inventory; fixes [#776](https://github.com/RHSMODS/statusquo/issues/776)

\[Fixed] Fixed: (1.2) Missing armor plate state indicator; fixes [#792](https://github.com/RHSMODS/statusquo/issues/792)

\[Fixed] Fixed: (1.2) Armor plates take no damage; fixes [#793](https://github.com/RHSMODS/statusquo/issues/793)

\[Fixed] Fixed main camera HDR change, when K17/T14 been loaded on client.

\[Fixed] Vog pouches volume

\[Fixed] Fixed: wrong material used by 40mm marker grenade; fixes [#795](https://github.com/RHSMODS/statusquo/issues/795)

\[Fixed] Fixed: (1.2) Disabled UseVirtualInventoryReplication for visible storage

\[Fixed] Fixed: (1.2) Converted all projectiles BaseDamageEffect into ProjectileDamage

\[Fixed] Colliders on worn MICH helmets were importing wrong

\[Fixed] MICH 2000/2001 ground models now have colliders

\[Fixed] Fixed: (1.2) Getting in the RF BTR-70 gunner seat crashes the game; fixes [#801](https://github.com/RHSMODS/statusquo/issues/801)

\[Fixed] Fixed: (1.2) RPG rockets dont work; fixes [#781](https://github.com/RHSMODS/statusquo/issues/781)

\[Fixed] TGP-A collider material fixed

\[Fixed] Fixed: NPE due to missing MuzzleUiInfo in MuzzleInMagComponent of SP81

\[Fixed] Fixed: (1.2) PSO-1 override was broken; fixes [#811](https://github.com/RHSMODS/statusquo/issues/811)

\[Fixed] MBUS Front sight causing alternative wrong sight view; fixes [#807](https://github.com/RHSMODS/statusquo/issues/807)

\[Fixed] MBUS Rear Sight was rotating eye point when folding

\[Fixed] TOR Peltor variant fixed collider material

\[Fixed] Fixed: (1.2) UGL flyby sounds

\[Fixed] Fixed Gascan glasses causing character to fly in some conditions

\[Fixed] AK-74M GP-25 mag reload sound was not playing

\[Fixed] Fixed wrong colliders on Liberator High Cut ECH

\[Fixed] Fixed: (1.2) ARTII scope override was broken; fixes [#817](https://github.com/RHSMODS/statusquo/issues/817)

\[Fixed] Fixed broken UVs on ECH lowcut with rails and velcro; fixes [#821](https://github.com/RHSMODS/statusquo/issues/821)

\[Fixed] Fixed various log spam by RHS armor plates

\[Fixed] Fixed PC GEN 2 Ground model was missing collider

\[Fixed] M240B now has proper weight

\[Fixed] Fixed: Light device keybinds not working in 1.2 expiremental; fixed [#827](https://github.com/RHSMODS/statusquo/issues/827)

\[Fixed] Fixed: RHS factions shooting at civilians and non combatants; fixes [#800](https://github.com/RHSMODS/statusquo/issues/800)

\[Fixed] M240B Was missing SightsSwitchSkip; Fixes [#832](https://github.com/RHSMODS/statusquo/issues/832)

\[Fixed] Restored VehicleWheeledSimulation component in K17 & 2S1, which was removed in rev 2625.

\[Fixed] Removed \_SA suffix from vehicle components - there is no longer non Server Authority version of vehicle simulation

\[Fixed] Initial cleanup of vehicle prefabs

\[Fixed] Set "Parent Node From Parent" on some prefabs as warning message suggested

\[Fixed] Removed duplicated components (RigidBody) on Ammo\_Flare\_26x45\_Base.et

\[Fixed] Fixed 2S1 get in/out

\[Fixed] Fixed duplicated Rigidbody on marker grenades

\[Fixed] Fixed 6x9 missing locale strings

\[Fixed] Wrong laser position on M40A5

\[Fixed] Fixed MG\_RPK74N\_1P78.et was missing 1p78

\[Fixed] Fixed draggable 9M133

\[Fixed] Fixed SR3M lacking any visual recoil

\[Fixed] Revived various K17/T14 Smart systems

\[Fixed] Revived triplexes

**Deleted**

\[Removed] Outdated unit prefabs

\[Removed] Removed: Deleted override of EGadgetType which was adding RHS\_GPS as now vanilla has GPS enum

## 0.9.2750

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 2750

*<mark style="color:red;">Date:</mark>* Wednesday, June 19, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 93 (2657)

*<mark style="color:red;">Changes:</mark>* 6 additions, 13 improvements, 18 fixes and 1 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Vkpo3.0 emr

\[Added] Added civilian jeans

\[Added] Added TV110 vest

\[Added] Added Wartech pouches

\[Added] Added new pouches to PC G3

\[Added] Added OD and multicam ARS ARMA HSGI belt

**Improved**

\[Improved] Changed: Reduced all eyewear volume to make them fit most storages; fixes [#799](https://github.com/RHSMODS/statusquo/issues/799)

\[Improved] Changed: M4A1 and its variants can accept m9 bayonet

\[Improved] Changed: Made 6X9 bayonet functional

\[Improved] Changed: M27 and its variants can accept m9 bayonet

\[Improved] Changed: AN94 and its variants can accept 6X9-1 or 6Kh4 bayonet

\[Improved] Changed: Added bayonets to their respective arsenals

\[Improved] Sording and Liberator ground models have colliders; fixes [#804](https://github.com/RHSMODS/statusquo/issues/804)

\[Improved] Vkpo3.0 textures and rig

\[Improved] Changed: Helmet covers can now enable velcro slots on helmets which may have previously not have velcro slots and at the same time they can also block them if f.e. such cover doesnt have velcro on it

\[Improved] Changed: If helmet cover will obstructed already used slot then game will not allow for equipping such cover until player removes that item from the slot that will be obstructed

\[Improved] Changed: When player removes helmet cover which enabled velcro slots then items which were attached to it will be moved to other storage in that players inventory or dropped on the ground if that is not possible

\[Improved] Vehicle configs now use Multi Lists; work on [#769](https://github.com/RHSMODS/statusquo/issues/769)

\[Improved] Switched out some ground models for clothes to more appropriate default models. WIP

**Fixed**

\[Fixed] Colliders on worn MICH helmets were importing wrong

\[Fixed] MICH 2000/2001 ground models now have colliders

\[Fixed] Fixed: (1.2) Getting in the RF BTR-70 gunner seat crashes the game; fixes [#801](https://github.com/RHSMODS/statusquo/issues/801)

\[Fixed] Fixed: (1.2) RPG rockets dont work; fixes [#781](https://github.com/RHSMODS/statusquo/issues/781)

\[Fixed] TGP-A collider material fixed

\[Fixed] Fixed: NPE due to missing MuzzleUiInfo in MuzzleInMagComponent of SP81

\[Fixed] Fixed: (1.2) PSO-1 override was broken; fixes [#811](https://github.com/RHSMODS/statusquo/issues/811)

\[Fixed] MBUS Front sight causing alternative wrong sight view; fixes [#807](https://github.com/RHSMODS/statusquo/issues/807)

\[Fixed] MBUS Rear Sight was rotating eye point when folding

\[Fixed] TOR Peltor variant fixed collider material

\[Fixed] Fixed: (1.2) UGL flyby sounds

\[Fixed] Fixed Gascan glasses causing character to fly in some conditions

\[Fixed] AK-74M GP-25 mag reload sound was not playing

\[Fixed] Fixed wrong colliders on Liberator High Cut ECH

\[Fixed] Fixed: (1.2) ARTII scope override was broken; fixes [#817](https://github.com/RHSMODS/statusquo/issues/817)

\[Fixed] Fixed broken UVs on ECH lowcut with rails and velcro; fixes [#821](https://github.com/RHSMODS/statusquo/issues/821)

\[Fixed] Fixed various log spam by RHS armor plates

\[Fixed] Fixed PC GEN 2 Ground model was missing collider

**Deleted**

\[Removed] Outdated unit prefabs

## 0.9.2657

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 2657

*<mark style="color:red;">Date:</mark>* Saturday, May 25, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 304 (2353)

*<mark style="color:red;">Changes:</mark>* 53 additions, 74 improvements, 80 fixes and 2 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Completely reworked RHS Faction system. Instead of USMC and MSV there is AFRF and USAF now. MSV and USMC moved to branches.

\[Added] Added Emissive texture to ECH\_LowCover Cateyes

\[Added] Added Velocity Shirt Multicam

\[Added] Added AK-74M and AK-105 with Zenitco B10M rail in black; fixes [#713](https://github.com/RHSMODS/statusquo/issues/713)

\[Added] Added Multicam and OD versions of the Velocity shirt to Arsenal

\[Added] Added ECH lowcut woodland covered version and cover to arsenal

\[Added] Added fuel counter to K-17 and T-14

\[Added] Added "Medic" preset to AFRF arsenal

\[Added] Added NT4 soft covers (black and multicam)

\[Added] Added AK-74M with TGP-A silencer

\[Added] Added M240B

\[Added] Added ESS Crossbow

\[Added] Added PVS-31 Battery pack

\[Added] Added black ESS Crossbow

\[Added] Added tan Kondor glasses

\[Added] Added olive Kondor glasses

\[Added] Added ODG Manta items and Updated TAN & BLK

\[Added] Added unarmed K-17 in EXPO camo

\[Added] AI Ballistic tables for 30mm rounds

\[Added] AI Ballistic tables for 125mm rounds

\[Added] Added version of M240B with light stock and supports

\[Added] Vkpo 3.0

\[Added] EPM magazine

\[Added] MCT windowed PMAG

\[Added] En and ru localization of actions on T14/K17 screens

\[Added] Added AFRF Helicopter Pilots

\[Added] RPG-7V with RHS PGO7V prefab for RHS units

\[Added] Added AOR2 texture to Crye clothing and FROG pants

\[Added] Added OPSCORE LBH

\[Added] Added MICH 2000 and MICH 2001

\[Added] Added Liberator headset

\[Added] Added Sordin headset

\[Added] Added ECH helmet cover desert MARPAT

\[Added] Added OPSCORE MT and XP with Liberator headset on rail

\[Added] Added OPSCORE LBH with Liberator headset on rail

\[Added] Added TOR S helmet with Sordin headset on rail

\[Added] Added TOR-2 Helmet

\[Added] Added ECH with Liberator headset on rail

\[Added] Added highcut ECH helmet covers

\[Added] Added Bek's Luma boots (localization not done yet)

\[Added] Surefire warden

\[Added] Surefire socom RC2

\[Added] Surefire socom RC3

\[Added] Surefire fa762ss

\[Added] Surefire prong4

\[Added] Surefire prong3

\[Added] Surefire muzzles (RC2, RC3, WARDEN, FA762SS, PRONG3, PRONG4)

\[Added] LongSleve Hoodie in multicam, black and ATACS

\[Added] Added USMC Sub-belt

\[Added] Added new PC G3 pouch preset

\[Added] Random unit variants in MSV and MEF groups

\[Added] Added Tactica pouch preset with no belt

\[Added] Added PC G3 pouch preset with no belt

**Improved**

\[Improved] Orion now has boot screen when turning on

\[Improved] Added proper prices to items in arsenal

\[Improved] Readded LODs back to RPK-74M

\[Improved] Added LODs to PGO-7V3; fixes [#710](https://github.com/RHSMODS/statusquo/issues/710)

\[Improved] \[Modding] For compatibility reason EGadgetType.GPS was renamed to EGadgetType.RHS\_GPS

\[Improved] Removed tons of unused materials

\[Improved] AK-74M with Zenitco B-10M can now mount GP-25; fixes [#712](https://github.com/RHSMODS/statusquo/issues/712)

\[Improved] K-17 GM description was too long for some low resolutions, blocking out other UI

\[Improved] Improved changed PG7VR volume size from 1200 to 2000

\[Improved] Changed view distance for T-14 and K-17 turret animation from 1k to 2k (this means that you will see turret actually rotating from longer distances)

\[Improved] Added more gain steps to REAP-IR, 1TWS, PATROL-IR, SNIPE-IR

\[Improved] Improved brain damage system on K-17 and T-14

\[Improved] Key binding names more consistent

\[Improved] Refactored DAGR to new system

\[Improved] Performance for T14 shells

\[Improved] Added door control panel to gunner and commander seat it K-17

\[Improved] Changed amount of gears on T-14 gearbox 4->14

\[Improved] Decreased engine torque on T-14

\[Improved] Decreased engine power on T-14

\[Improved] Decreased main differential ratio on T-14

\[Improved] Recalculated aerodynamic frontal drag on T-14

\[Improved] Changed brake settings on K-17

\[Improved] Recalculated aerodynamic frontal drag on K-17

\[Improved] Changed center of mass on K-17

\[Improved] Added weight of turret to K-17 overall weight calculation

\[Improved] Player no longer able to use any sights/optics with PATROL-IR

\[Improved] Revived procedural numbers and labels on vehicles

\[Improved] Changed priority of which pouch is filled first when item is transferred - 1st mag pouches that change their shape to show stored item, 2nd simple pouches with visible items, 3rd pouches that dont have items visible and after that everything else

\[Improved] Improved rugby shirt patch locations; fixes [#735](https://github.com/RHSMODS/statusquo/issues/735)

\[Improved] Changed: Far less temporary textures for US 40mm GL rounds

\[Improved] Changed: Updated preview for M585, XM663 and XM664 to show letter that corresponds to the color of the stars

\[Improved] Added M406, M713, M715, M716, M585, XM663 and XM664 US GL Rounds to the USMC arsenal

\[Improved] BLK & ODG Manta emat

\[Improved] 125mm drag calculations

\[Improved] 30mm drag calculations

\[Improved] AI turret target movement speeds

\[Improved] Armor plates will now knock the wind of out of the wearer when bullet dont penetrate it to the point that user can get knocked out

\[Improved] Slightly adjusted vehicle Thermal distortion noise

\[Improved] M240B has internals now

\[Improved] 30mm HE particles

\[Improved] Internal sounds for k17 engine

\[Improved] Changed: Added second velctro slot to the PCGen III vest (pouches) above the first one; fixes [#751](https://github.com/RHSMODS/statusquo/issues/751)

\[Improved] Changed: Made it possible to attach two medium size patches to 35L FLIBE backpack

\[Improved] Overhaul of M4 stringtable

\[Improved] Finished US weapon localization

\[Improved] T14/K17 gunner/driver screens can be disabled

\[Improved] T14/K17 gunner/driver camera HDR brightness can be adjusted

\[Improved] TOR helmets in arsenal now have covers by default

\[Improved] Added vanilla PGO7V to AFRF arsenal

\[Improved] Cleanup of optic prefabs: added inheritance from vanilla base prefabs and components, removed of obsolete attribute defines, improved consistency

\[Improved] M8541 mildot reticle PIP texture and material improvements

\[Improved] M8541 and Leupold Mk4 FOVs, 2D reticle

\[Improved] PO4x24 FOV and 2D optics

\[Improved] Bravo4 reticle precision improved

\[Improved] SU-260/P MDO reticle texture quality

\[Improved] SU-260/P FOVs

\[Improved] Added ability to remove / attach eyecup to 1p21

\[Improved] Added zoom wheel animation to 1p21

\[Improved] Improved 1p21 Texture

\[Improved] 1PN93 reticle textures and materials

\[Improved] 1PN93 FOVs

\[Improved] PGO-7V3, 1PN93-2 RPG use vanilla PGO-7V3 reticle

\[Improved] PG-7VL, PG-7VR and TBG-7V ballistics made compatible with vanilla PGO-7V3

\[Improved] OG-7V ballistics fit with vanilla PGO-7V3

\[Improved] Vkpo3.0 textures

\[Improved] ATACS ballcap color matching

\[Improved] STANAG EPM magazines added to the arsenal

\[Improved] Changed price of ak74 with tgpa to match with BLUFOR silencers and PBS-4 pricings

\[Improved] Particles of 2a42, 30mm, 2a82, 125mm

\[Improved] All OPSCORES and TOR helmet scaled close to ECH

\[Improved] KIVER RSP scaled close to ECH

\[Improved] Improved model and textures TGPA

\[Improved] TGPA new model and textures

\[Improved] Changed suspension system on Lowcut ECHs

**Fixed**

\[Fixed] Fixed showcase scenario

\[Fixed] Fixed ECH\_LowCover textures

\[Fixed] Particles for 30mm HE shells

\[Fixed] Fixed wrong rail position on RPK-74N

\[Fixed] Revived SNIPE-IR

\[Fixed] Being able to use night vision when helmet to which they were mounted was removed

\[Fixed] Laser range finders work again

\[Fixed] Fixed wrong roughness on MBUS

\[Fixed] Fixed wrong reticle size and brightness on 1P63

\[Fixed] Camo repair Ural now has camo on the back; fixes [#711](https://github.com/RHSMODS/statusquo/issues/711)

\[Fixed] Fixed some incorrect collider settings in models

\[Fixed] Fixed some incorrect texture assignments in materials

\[Fixed] Some Zenitco railed rifles has wrong inventory name

\[Fixed] White flare console errors

\[Fixed] Kh-55 was pointing to wrong particle effect

\[Fixed] Fixed K17 "open driver hatch" action was broken

\[Fixed] Fixed HDR broken when opening map with NVG googles and thermal sight

\[Fixed] Fixed K17 and T14 turret Optic destruction

\[Fixed] Fixed T14 PMF brains HitZone info

\[Fixed] Fixed K17/T14 PMF Turret orientation angle

\[Fixed] Fixed T14 PMF damage screen visibility

\[Fixed] Fixed wrong recoil on REAP-IR, SNIPE-IR, TWS1

\[Fixed] Fixed reinit of hdr after opening menu while using thermal optic

\[Fixed] FROG Trouser blood VFX textures

\[Fixed] Controller key bindings are now settable; fixes [#731](https://github.com/RHSMODS/statusquo/issues/731)

\[Fixed] BOSS Rugby Multicam now has correct name and image in inventory; fixes [#728](https://github.com/RHSMODS/statusquo/issues/728)

\[Fixed] Fixed VehSimple and VehComplex colliders on T14

\[Fixed] Revived DAGR; fixes [#724](https://github.com/RHSMODS/statusquo/issues/724)

\[Fixed] Fixed footwear inventory icons in arsenal

\[Fixed] Incorrect name 3OF36 -> 3OF26

\[Fixed] Overly large vehiclesimple collider for T14

\[Fixed] Taktika groin, left, and right plates now actually work

\[Fixed] Fixed K-17 berezhok turret missing viewGeo collider

\[Fixed] Fixed K-17 Berezhok destructible optic collider not following turret

\[Fixed] Fixed K-17 Epoch destructible optic ccollider not following turret in vertical axis

\[Fixed] Fixed base coverage for all seats in K-17 and T-14 to match with BTR-70 from vanilla

\[Fixed] Fixed M27 no longer falls through the ground

\[Fixed] Items stored in pouches or attached to the helmet wouldnt impact loadout cost; fixes [#734](https://github.com/RHSMODS/statusquo/issues/734) and fixes [#725](https://github.com/RHSMODS/statusquo/issues/725)

\[Fixed] Fixed 2S1 Vehicle collider

\[Fixed] Fixed Manta NMO

\[Fixed] 30mm explosion particles spawn

\[Fixed] Fixes to publication tools to try to help avoid false positives

\[Fixed] Fixed Crye pants clipping with leg; Fixes [#747](https://github.com/RHSMODS/statusquo/issues/747)

\[Fixed] Fixed: unable to place AN-94 in vehicle storage; fixes [#753](https://github.com/RHSMODS/statusquo/issues/753)

\[Fixed] Fixed GBU-12 explosion particle was using OnVisible event instead of OnFrame

\[Fixed] Removed broken ground fire particle from t-14 (BI, please fix)

\[Fixed] NVGs were not attaching correctly to base lowcut ECH; fixes [#737](https://github.com/RHSMODS/statusquo/issues/737)

\[Fixed] Fixed thermal NPEs

\[Fixed] Bad icon setting for M17/M18 base prefab

\[Fixed] Fixed k17 wheels not rotating from distance further than 75 meters

\[Fixed] Fixed T14 HE shell impulse

\[Fixed] Fixed Editable component for AFRF VV

\[Fixed] Fixed 1P21 FOVs in PIP and 2D modes

\[Fixed] Vkpo3.0 patches and garmin comp

\[Fixed] RPK-74M stock was folding wrong way; fixes [#766](https://github.com/RHSMODS/statusquo/issues/766)

\[Fixed] Coyote PMAGs should not be causing loadout save errors anymore

\[Fixed] Bravo 4 reticle size was halved

\[Fixed] Fixed wrong wristwatch rotation on hand

\[Fixed] Fixed k17 finally float again

\[Fixed] Tracer color of 3UOF6 (Yellow to Red)

\[Fixed] Fixed: 1PN138 NVG was sometimes visible in FPP; fixes [#763](https://github.com/RHSMODS/statusquo/issues/763)

\[Fixed] Fixed: NVG effect would be removed if user would switch between fullscreen and windowed mode; fixes [#764](https://github.com/RHSMODS/statusquo/issues/764)

\[Fixed] Fixed: Wrong configuration of helmet covers and their slots; fixes [#768](https://github.com/RHSMODS/statusquo/issues/768)

\[Fixed] Fixed: Rifle clipping when slung over back with only PC Gen III; fixes [#767](https://github.com/RHSMODS/statusquo/issues/767)

\[Fixed] Fixed invisible velcro shapes on OPSCORE XP

\[Fixed] Added lods to ESS crossbow and Strelok on TOR

\[Fixed] Fixed: Not being able to attach patches to the top velcro slot of the pc gen III pouch kit

\[Fixed] Fixed: Watch would rotate during some animation when worn on the wrist

\[Fixed] Fixed: (1.2) Cas deals no damage; fixes [#789](https://github.com/RHSMODS/statusquo/issues/789)

\[Fixed] Fixed: (1.2) NVGs broken; fixes [#777](https://github.com/RHSMODS/statusquo/issues/777)

\[Fixed] Fixed: (1.2) 1P21 PiP reticle range animation; fixes [#780](https://github.com/RHSMODS/statusquo/issues/780)

\[Fixed] Fixed: (1.2) broken PEQ button sound

\[Fixed] Fixed: (1.2) NPE when hovering over items in inventory; fixes [#776](https://github.com/RHSMODS/statusquo/issues/776)

\[Fixed] Fixed: (1.2) Missing armor plate state indicator; fixes [#792](https://github.com/RHSMODS/statusquo/issues/792)

\[Fixed] Fixed: (1.2) Armor plates take no damage; fixes [#793](https://github.com/RHSMODS/statusquo/issues/793)

\[Fixed] Fixed main camera HDR change, when K17/T14 been loaded on client.

\[Fixed] Vog pouches volume

\[Fixed] Fixed: wrong material used by 40mm marker grenade; fixes [#795](https://github.com/RHSMODS/statusquo/issues/795)

\[Fixed] Fixed: (1.2) Disabled UseVirtualInventoryReplication for visible storage

\[Fixed] Fixed: (1.2) Converted all projectiles BaseDamageEffect into ProjectileDamage

**Deleted**

\[Removed] Disabled thermals until hotfix

\[Removed] Removed buggy Bravo 4 with T1; fixes [#755](https://github.com/RHSMODS/statusquo/issues/755)


# 0.8

This document is regenerated automatically from our systems at a time of a release.

## 0.8.2575

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 2575

*<mark style="color:red;">Date:</mark>* Thursday, May 2, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 7 (2568)

*<mark style="color:red;">Changes:</mark>* 0 additions, 2 improvements, 3 fixes and 0 deletions.
{% endhint %}

**Added**

**Improved**

\[Improved] STANAG EPM magazines added to the arsenal

\[Improved] Changed price of ak74 with tgpa to match with BLUFOR silencers and PBS-4 pricings

**Fixed**

\[Fixed] Bravo 4 reticle size was halved

\[Fixed] Fixed wrong wristwatch rotation on hand

\[Fixed] Fixed k17 finally float again

**Deleted**

## 0.8.2568

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 2568

*<mark style="color:red;">Date:</mark>* Wednesday, May 1, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 1 (2567)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 1 fixes and 0 deletions.
{% endhint %}

**Added**

**Improved**

**Fixed**

\[Fixed] Coyote PMAGs should not be causing loadout save errors anymore

**Deleted**

## 0.8.2567

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 2567

*<mark style="color:red;">Date:</mark>* Wednesday, May 1, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 122 (2445)

*<mark style="color:red;">Changes:</mark>* 19 additions, 52 improvements, 26 fixes and 1 deletions.
{% endhint %}

**Added**

\[Added] Added NT4 soft covers (black and multicam)

\[Added] Added AK-74M with TGP-A silencer

\[Added] Added M240B

\[Added] Added ESS Crossbow

\[Added] Added PVS-31 Battery pack

\[Added] Added black ESS Crossbow

\[Added] Added tan Kondor glasses

\[Added] Added olive Kondor glasses

\[Added] Added ODG Manta items and Updated TAN & BLK

\[Added] Added unarmed K-17 in EXPO camo

\[Added] AI Ballistic tables for 30mm rounds

\[Added] AI Ballistic tables for 125mm rounds

\[Added] Added version of M240B with light stock and supports

\[Added] Vkpo 3.0

\[Added] EPM magazine

\[Added] MCT windowed PMAG

\[Added] En and ru localization of actions on T14/K17 screens

\[Added] Added AFRF Helicopter Pilots

\[Added] RPG-7V with RHS PGO7V prefab for RHS units

**Improved**

\[Improved] Performance for T14 shells

\[Improved] Added door control panel to gunner and commander seat it K-17

\[Improved] Changed amount of gears on T-14 gearbox 4->14

\[Improved] Decreased engine torque on T-14

\[Improved] Decreased engine power on T-14

\[Improved] Decreased main differential ratio on T-14

\[Improved] Recalculated aerodynamic frontal drag on T-14

\[Improved] Changed brake settings on K-17

\[Improved] Recalculated aerodynamic frontal drag on K-17

\[Improved] Changed center of mass on K-17

\[Improved] Added weight of turret to K-17 overall weight calculation

\[Improved] Player no longer able to use any sights/optics with PATROL-IR

\[Improved] Revived procedural numbers and labels on vehicles

\[Improved] Changed priority of which pouch is filled first when item is transferred - 1st mag pouches that change their shape to show stored item, 2nd simple pouches with visible items, 3rd pouches that dont have items visible and after that everything else

\[Improved] Improved rugby shirt patch locations; fixes [#735](https://github.com/RHSMODS/statusquo/issues/735)

\[Improved] Changed: Far less temporary textures for US 40mm GL rounds

\[Improved] Changed: Updated preview for M585, XM663 and XM664 to show letter that corresponds to the color of the stars

\[Improved] Added M406, M713, M715, M716, M585, XM663 and XM664 US GL Rounds to the USMC arsenal

\[Improved] BLK & ODG Manta emat

\[Improved] 125mm drag calculations

\[Improved] 30mm drag calculations

\[Improved] AI turret target movement speeds

\[Improved] Armor plates will now knock the wind of out of the wearer when bullet dont penetrate it to the point that user can get knocked out

\[Improved] Slightly adjusted vehicle Thermal distortion noise

\[Improved] M240B has internals now

\[Improved] 30mm HE particles

\[Improved] Internal sounds for k17 engine

\[Improved] Changed: Added second velctro slot to the PCGen III vest (pouches) above the first one; fixes [#751](https://github.com/RHSMODS/statusquo/issues/751)

\[Improved] Changed: Made it possible to attach two medium size patches to 35L FLIBE backpack

\[Improved] Overhaul of M4 stringtable

\[Improved] Finished US weapon localization

\[Improved] T14/K17 gunner/driver screens can be disabled

\[Improved] T14/K17 gunner/driver camera HDR brightness can be adjusted

\[Improved] TOR helmets in arsenal now have covers by default

\[Improved] Added vanilla PGO7V to AFRF arsenal

\[Improved] Cleanup of optic prefabs: added inheritance from vanilla base prefabs and components, removed of obsolete attribute defines, improved consistency

\[Improved] M8541 mildot reticle PIP texture and material improvements

\[Improved] M8541 and Leupold Mk4 FOVs, 2D reticle

\[Improved] PO4x24 FOV and 2D optics

\[Improved] Bravo4 reticle precision improved

\[Improved] SU-260/P MDO reticle texture quality

\[Improved] SU-260/P FOVs

\[Improved] Added ability to remove / attach eyecup to 1p21

\[Improved] Added zoom wheel animation to 1p21

\[Improved] Improved 1p21 Texture

\[Improved] 1PN93 reticle textures and materials

\[Improved] 1PN93 FOVs

\[Improved] PGO-7V3, 1PN93-2 RPG use vanilla PGO-7V3 reticle

\[Improved] PG-7VL, PG-7VR and TBG-7V ballistics made compatible with vanilla PGO-7V3

\[Improved] OG-7V ballistics fit with vanilla PGO-7V3

\[Improved] Vkpo3.0 textures

\[Improved] ATACS ballcap color matching

**Fixed**

\[Fixed] Incorrect name 3OF36 -> 3OF26

\[Fixed] Overly large vehiclesimple collider for T14

\[Fixed] Taktika groin, left, and right plates now actually work

\[Fixed] Fixed K-17 berezhok turret missing viewGeo collider

\[Fixed] Fixed K-17 Berezhok destructible optic collider not following turret

\[Fixed] Fixed K-17 Epoch destructible optic ccollider not following turret in vertical axis

\[Fixed] Fixed base coverage for all seats in K-17 and T-14 to match with BTR-70 from vanilla

\[Fixed] Fixed M27 no longer falls through the ground

\[Fixed] Items stored in pouches or attached to the helmet wouldnt impact loadout cost; fixes [#734](https://github.com/RHSMODS/statusquo/issues/734) and fixes [#725](https://github.com/RHSMODS/statusquo/issues/725)

\[Fixed] Fixed 2S1 Vehicle collider

\[Fixed] Fixed Manta NMO

\[Fixed] 30mm explosion particles spawn

\[Fixed] Fixes to publication tools to try to help avoid false positives

\[Fixed] Fixed Crye pants clipping with leg; Fixes [#747](https://github.com/RHSMODS/statusquo/issues/747)

\[Fixed] Fixed: unable to place AN-94 in vehicle storage; fixes [#753](https://github.com/RHSMODS/statusquo/issues/753)

\[Fixed] Fixed GBU-12 explosion particle was using OnVisible event instead of OnFrame

\[Fixed] Removed broken ground fire particle from t-14 (BI, please fix)

\[Fixed] NVGs were not attaching correctly to base lowcut ECH; fixes [#737](https://github.com/RHSMODS/statusquo/issues/737)

\[Fixed] Fixed thermal NPEs

\[Fixed] Bad icon setting for M17/M18 base prefab

\[Fixed] Fixed k17 wheels not rotating from distance further than 75 meters

\[Fixed] Fixed T14 HE shell impulse

\[Fixed] Fixed Editable component for AFRF VV

\[Fixed] Fixed 1P21 FOVs in PIP and 2D modes

\[Fixed] Vkpo3.0 patches and garmin comp

\[Fixed] RPK-74M stock was folding wrong way; fixes [#766](https://github.com/RHSMODS/statusquo/issues/766)

**Deleted**

\[Removed] Removed buggy Bravo 4 with T1; fixes [#755](https://github.com/RHSMODS/statusquo/issues/755)

## 0.8.2445

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 2445

*<mark style="color:red;">Date:</mark>* Wednesday, March 27, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 4 (2441)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 1 fixes and 0 deletions.
{% endhint %}

**Added**

**Improved**

**Fixed**

\[Fixed] Fixed footwear inventory icons in arsenal

**Deleted**

## 0.8.2441

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 2441

*<mark style="color:red;">Date:</mark>* Tuesday, March 26, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 32 (2409)

*<mark style="color:red;">Changes:</mark>* 3 additions, 6 improvements, 9 fixes and 0 deletions.
{% endhint %}

**Added**

\[Added] Added ECH lowcut woodland covered version and cover to arsenal

\[Added] Added fuel counter to K-17 and T-14

\[Added] Added "Medic" preset to AFRF arsenal

**Improved**

\[Improved] Improved changed PG7VR volume size from 1200 to 2000

\[Improved] Changed view distance for T-14 and K-17 turret animation from 1k to 2k (this means that you will see turret actually rotating from longer distances)

\[Improved] Added more gain steps to REAP-IR, 1TWS, PATROL-IR, SNIPE-IR

\[Improved] Improved brain damage system on K-17 and T-14

\[Improved] Key binding names more consistent

\[Improved] Refactored DAGR to new system

**Fixed**

\[Fixed] Fixed K17/T14 PMF Turret orientation angle

\[Fixed] Fixed T14 PMF damage screen visibility

\[Fixed] Fixed wrong recoil on REAP-IR, SNIPE-IR, TWS1

\[Fixed] Fixed reinit of hdr after opening menu while using thermal optic

\[Fixed] FROG Trouser blood VFX textures

\[Fixed] Controller key bindings are now settable; fixes [#731](https://github.com/RHSMODS/statusquo/issues/731)

\[Fixed] BOSS Rugby Multicam now has correct name and image in inventory; fixes [#728](https://github.com/RHSMODS/statusquo/issues/728)

\[Fixed] Fixed VehSimple and VehComplex colliders on T14

\[Fixed] Revived DAGR; fixes [#724](https://github.com/RHSMODS/statusquo/issues/724)

**Deleted**

## 0.8.2409

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 2409

*<mark style="color:red;">Date:</mark>* Tuesday, March 19, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 4 (2405)

*<mark style="color:red;">Changes:</mark>* 1 additions, 0 improvements, 4 fixes and 0 deletions.
{% endhint %}

**Added**

\[Added] Added Multicam and OD versions of the Velocity shirt to Arsenal

**Improved**

**Fixed**

\[Fixed] Fixed K17 "open driver hatch" action was broken

\[Fixed] Fixed HDR broken when opening map with NVG googles and thermal sight

\[Fixed] Fixed K17 and T14 turret Optic destruction

\[Fixed] Fixed T14 PMF brains HitZone info

**Deleted**

## 0.8.2405

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 2405

*<mark style="color:red;">Date:</mark>* Sunday, March 17, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 1 (2404)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 2 fixes and 0 deletions.
{% endhint %}

**Added**

**Improved**

**Fixed**

\[Fixed] White flare console errors

\[Fixed] Kh-55 was pointing to wrong particle effect

**Deleted**

## 0.8.2404

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 2404

*<mark style="color:red;">Date:</mark>* Sunday, March 17, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 16 (2388)

*<mark style="color:red;">Changes:</mark>* 2 additions, 7 improvements, 6 fixes and 0 deletions.
{% endhint %}

**Added**

\[Added] Added Velocity Shirt Multicam

\[Added] Added AK-74M and AK-105 with Zenitco B10M rail in black; fixes [#713](https://github.com/RHSMODS/statusquo/issues/713)

**Improved**

\[Improved] Added proper prices to items in arsenal

\[Improved] Readded LODs back to RPK-74M

\[Improved] Added LODs to PGO-7V3; fixes [#710](https://github.com/RHSMODS/statusquo/issues/710)

\[Improved] \[Modding] For compatibility reason EGadgetType.GPS was renamed to EGadgetType.RHS\_GPS

\[Improved] Removed tons of unused materials

\[Improved] AK-74M with Zenitco B-10M can now mount GP-25; fixes [#712](https://github.com/RHSMODS/statusquo/issues/712)

\[Improved] K-17 GM description was too long for some low resolutions, blocking out other UI

**Fixed**

\[Fixed] Fixed wrong roughness on MBUS

\[Fixed] Fixed wrong reticle size and brightness on 1P63

\[Fixed] Camo repair Ural now has camo on the back; fixes [#711](https://github.com/RHSMODS/statusquo/issues/711)

\[Fixed] Fixed some incorrect collider settings in models

\[Fixed] Fixed some incorrect texture assignments in materials

\[Fixed] Some Zenitco railed rifles has wrong inventory name

**Deleted**

## 0.8.2388

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 2388

*<mark style="color:red;">Date:</mark>* Thursday, March 14, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 19 (2369)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 4 fixes and 1 deletions.
{% endhint %}

**Added**

**Improved**

**Fixed**

\[Fixed] Fixed wrong rail position on RPK-74N

\[Fixed] Revived SNIPE-IR

\[Fixed] Being able to use night vision when helmet to which they were mounted was removed

\[Fixed] Laser range finders work again

**Deleted**

\[Removed] Disabled thermals until hotfix

## 0.8.2369

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 2369

*<mark style="color:red;">Date:</mark>* Wednesday, March 13, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 104 (2265)

*<mark style="color:red;">Changes:</mark>* 33 additions, 12 improvements, 13 fixes and 0 deletions.
{% endhint %}

**Added**

\[Added] Added MOHOC Camera standalone attachment

\[Added] Added TOR counterweight pouch

\[Added] Added Cheshire Cat patch

\[Added] Added Switch MPLS light

\[Added] Added black, olive and emr TOR counterweight pouch

\[Added] Added more pouches to PC GEN 3

\[Added] Added Velocity shirt

\[Added] Added Black G3 shirt and pants

\[Added] Added Altama boots

\[Added] Added brown velocity shirt

\[Added] Added OD velocity shirt

\[Added] Added T-14 PMF damage screen

\[Added] Added black Taktika variant

\[Added] Added Black Taktika Pouch preset

\[Added] Added SR-3M (Black)

\[Added] Added SR-3M (Desert paintjob)

\[Added] Added SR-3M (Green paintjob)

\[Added] Added shoulder protection to Taktika vest

\[Added] Added neck protection to Taktika vest

\[Added] Added AK-105 with Zenitco B30U and B31N rails in black and tan

\[Added] Added AK-105 with Zenitco B30U and B19N rails in black and tan

\[Added] Added AK-105 with Zenitco B10M and B19N rails in black and tan

\[Added] Added AK-105 with Zenitco B10M and B19 rails in black and tan

\[Added] Added RG ATACS units

\[Added] Added SOBR black presets

\[Added] Added AK-74M with Zenitco B10M and B19 rails in black and tan

\[Added] Added AK-74M with Zenitco B10M and B19N rails in black and tan

\[Added] Added AK-74M with Zenitco B30U and B19N rails in black and tan

\[Added] Added AK-74M with Zenitco B30U and B31N rails in black and tan

\[Added] Added Rocky\_SV2\_Boots model and textures. Initial prefab setup.

\[Added] Orion GPS now has basic functionality in inspect mode

\[Added] Completely reworked RHS Faction system. Instead of USMC and MSV there is AFRF and USAF now. MSV and USMC moved to branches.

\[Added] Added Emissive texture to ECH\_LowCover Cateyes

**Improved**

\[Improved] Tweaked RPK-74M textures.

\[Improved] Regenerated navmesh on test atol - fixes [#683](https://github.com/RHSMODS/statusquo/issues/683)

\[Improved] Changed ocean sim on RHS Atol terrain to something less aggressive foam/wave wise

\[Improved] Detached AK-74M muzzle from base weapon

\[Improved] Tweaks to most PiP HDR materials to work better with new lighting; fixes [#681](https://github.com/RHSMODS/statusquo/issues/681)

\[Improved] Improved 6L26 texture

\[Improved] Daniel Offense Rails & textures

\[Improved] Tweaks to 6B47 collider

\[Improved] Changed NVG Gadget Type to use new type that was added by BI (EGadgetType.NIGHT\_VISION)

\[Improved] SR3M now has melee; fixes [#698](https://github.com/RHSMODS/statusquo/issues/698)

\[Improved] Rail covers now stay at LOD0 in inventory preview

\[Improved] Orion now has boot screen when turning on

**Fixed**

\[Fixed] Fixed barrel texture on RPK-74 not working anymore.

\[Fixed] Scripts compile for 1.1 and version bumped to 0.8

\[Fixed] Fixed various console log errors

\[Fixed] Fixed Charge Pro opacity

\[Fixed] Fixed Switch MPLS localization

\[Fixed] Fix to RHS gadgets error related to animation graphs

\[Fixed] Fixed muzzle devices not respawning correctly on rifles in some cases; fixes [#696](https://github.com/RHSMODS/statusquo/issues/696)

\[Fixed] Fixed Solomon X Ultra weight paint on LODs 1-4

\[Fixed] Fixed 2S1 Replication crush; fixes [#689](https://github.com/RHSMODS/statusquo/issues/689)

\[Fixed] Fixed right rail attachment position on Kiver RSP

\[Fixed] Fixed showcase scenario

\[Fixed] Fixed ECH\_LowCover textures

\[Fixed] Particles for 30mm HE shells

**Deleted**

## 0.8.2353

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 2353

*<mark style="color:red;">Date:</mark>* Tuesday, March 12, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 42 (2311)

*<mark style="color:red;">Changes:</mark>* 18 additions, 3 improvements, 1 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Added Black Taktika Pouch preset

\[Added] Added SR-3M (Black)

\[Added] Added SR-3M (Desert paintjob)

\[Added] Added SR-3M (Green paintjob)

\[Added] Added shoulder protection to Taktika vest

\[Added] Added neck protection to Taktika vest

\[Added] Added AK-105 with Zenitco B30U and B31N rails in black and tan

\[Added] Added AK-105 with Zenitco B30U and B19N rails in black and tan

\[Added] Added AK-105 with Zenitco B10M and B19N rails in black and tan

\[Added] Added AK-105 with Zenitco B10M and B19 rails in black and tan

\[Added] Added RG ATACS units

\[Added] Added SOBR black presets

\[Added] Added AK-74M with Zenitco B10M and B19 rails in black and tan

\[Added] Added AK-74M with Zenitco B10M and B19N rails in black and tan

\[Added] Added AK-74M with Zenitco B30U and B19N rails in black and tan

\[Added] Added AK-74M with Zenitco B30U and B31N rails in black and tan

\[Added] Added Rocky\_SV2\_Boots model and textures. Initial prefab setup.

\[Added] Orion GPS now has basic functionality in inspect mode

**Improved**

\[Improved] Changed NVG Gadget Type to use new type that was added by BI (EGadgetType.NIGHT\_VISION)

\[Improved] SR3M now has melee; fixes [#698](https://github.com/RHSMODS/statusquo/issues/698)

\[Improved] Rail covers now stay at LOD0 in inventory preview

**Fixed**

\[Fixed] Fixed right rail attachment position on Kiver RSP

**Deleted**

## 0.8.2311

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 2311

*<mark style="color:red;">Date:</mark>* Tuesday, March 5, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 43 (2268)

*<mark style="color:red;">Changes:</mark>* 13 additions, 7 improvements, 7 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Added MOHOC Camera standalone attachment

\[Added] Added TOR counterweight pouch

\[Added] Added Cheshire Cat patch

\[Added] Added Switch MPLS light

\[Added] Added black, olive and emr TOR counterweight pouch

\[Added] Added more pouches to PC GEN 3

\[Added] Added Velocity shirt

\[Added] Added Black G3 shirt and pants

\[Added] Added Altama boots

\[Added] Added brown velocity shirt

\[Added] Added OD velocity shirt

\[Added] Added T-14 PMF damage screen

\[Added] Added black Taktika variant

**Improved**

\[Improved] Regenerated navmesh on test atol - fixes [#683](https://github.com/RHSMODS/statusquo/issues/683)

\[Improved] Changed ocean sim on RHS Atol terrain to something less aggressive foam/wave wise

\[Improved] Detached AK-74M muzzle from base weapon

\[Improved] Tweaks to most PiP HDR materials to work better with new lighting; fixes [#681](https://github.com/RHSMODS/statusquo/issues/681)

\[Improved] Improved 6L26 texture

\[Improved] Daniel Offense Rails & textures

\[Improved] Tweaks to 6B47 collider

**Fixed**

\[Fixed] Fixed various console log errors

\[Fixed] Fixed Charge Pro opacity

\[Fixed] Fixed Switch MPLS localization

\[Fixed] Fix to RHS gadgets error related to animation graphs

\[Fixed] Fixed muzzle devices not respawning correctly on rifles in some cases; fixes [#696](https://github.com/RHSMODS/statusquo/issues/696)

\[Fixed] Fixed Solomon X Ultra weight paint on LODs 1-4

\[Fixed] Fixed 2S1 Replication crush; fixes [#689](https://github.com/RHSMODS/statusquo/issues/689)

**Deleted**

## 0.8.2268

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 2268

*<mark style="color:red;">Date:</mark>* Tuesday, February 20, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 118 (2150)

*<mark style="color:red;">Changes:</mark>* 14 additions, 28 improvements, 27 fixes and 1 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] 30mm HE explosion sounds

\[Added] 30mm, 125mm and 122mm shells sonic cracks and flybyes added (need test)

\[Added] Added X Ultra pioneer boots

\[Added] Added X Ultra 4 boots

\[Added] Added G3 pants (ATACS-FG)

\[Added] Added G3 pants (OD)

\[Added] Added G3 pants (Multicam)

\[Added] Added voice notifications to T14 and K17

\[Added] Daniel Offense 9.55' ,12.25' ,12.25' FSP variants

\[Added] Daniel Offense FDE & BLK set colors

\[Added] Added AK-105

\[Added] Added M4A1 with Ergo Forward Rail Extension and AFG-2 (AFG not mountable yet)

\[Added] 10.3' ,14.5' ,14.5' HB Barrels & Textures

\[Added] SureFure 4 Prong Flashhider

**Improved**

\[Improved] Shell hit sounds

\[Improved] Sonic cracks for shells

\[Improved] Kh55 engine sound

\[Improved] Kh55 sounds and particles

\[Improved] Improved 6B47 mesh

\[Improved] Potential compatibility fix for item insertion into pouches

\[Improved] Added new pouch to PCGEN3 rifleman loadout

\[Improved] Regenerated K17 editor previews + fixed their import settings

\[Improved] Regenerated preview images for 2S1 & IL76

\[Improved] Corrected inspection slot position for PC Gen III Vest with pouches

\[Improved] Increased supply storage on K17 Unarmed

\[Improved] Added LODs to rhs\_su230

\[Improved] Added LODs to rhs\_su230\_mrds

\[Improved] Added LODs to rhs\_pouch\_6X9-1\_bayonet

\[Improved] Added LODs to rhs\_scabbard\_6X9-1\_bayonet

\[Improved] Added LODs to FILBE\_hydration\_pack

\[Improved] Added LODs to FILBE\_hydration\_pack\_ground

\[Improved] Added LODs to r187p1

\[Improved] Added LODs to garmin\_tactix\_bravo

\[Improved] Added LODs to anpeq15

\[Improved] Added LODs to aksu\_ltsu

\[Improved] Added LODs to rpk74m

\[Improved] Added LODs to m27iar

\[Improved] Helstar and MS2k are oriented in same way now, so both should be attachable to top and back Velcro on helmets; fixes [#608](https://github.com/RHSMODS/statusquo/issues/608)

\[Improved] Added localization for MP-443 pistol

\[Improved] MS2k, HELLSTAR6 and VIP Strobes can now be attached both to helmet top and back velcro slots; fixes [#668](https://github.com/RHSMODS/statusquo/issues/668)

\[Improved] Changed K-17 armor (Sides 35mm->20mm. Side UParmor 30mm->10mm. Front UParmor 40mm->15mm. Interior armor 30mm->5mm). It means that K-17 side armor is now vulnerable to 12.7 AP. However it doesnt mean that you can flame it by just shooting at passanger compartment. You still need to target engine, fuel tanks, and other critical elements.

\[Improved] Tweaked RPK-74M textures.

**Fixed**

\[Fixed] Custom bullet flyby sounds not working

\[Fixed] Fixed some of the broken PiP scopes after AR update

\[Fixed] Fixed radial menu entry null reference exception with shadow item

\[Fixed] Not being able to control attached light devices and missing radial menu actions; fixes [#653](https://github.com/RHSMODS/statusquo/issues/653) and [#655](https://github.com/RHSMODS/statusquo/issues/655)

\[Fixed] Patches that were attached to the helmet would be visible in FPP; fixes [#654](https://github.com/RHSMODS/statusquo/issues/654)

\[Fixed] Being able to put backpack radio into taktika radio pouch

\[Fixed] Fixed RITA turn off button was doing nothing

\[Fixed] Fixed T14 Turret now can be repaired

\[Fixed] Fixed G45 was falling through the ground

\[Fixed] Fixed G17 was falling through the ground

\[Fixed] Fixed MP443 was falling through the ground

\[Fixed] Fixed APS was falling through the ground

\[Fixed] Fixed SP81 was falling through the ground

\[Fixed] Not being able to use NVG when aiming with glocks/m17/m18

\[Fixed] Fixed 1PN93 PiP sights; fixes [#649](https://github.com/RHSMODS/statusquo/issues/649)

\[Fixed] Fixed MS2K placement on helmets; fixes [#643](https://github.com/RHSMODS/statusquo/issues/643)

\[Fixed] Inventory icon for A Pos blood patch was not working; fixes [#628](https://github.com/RHSMODS/statusquo/issues/628)

\[Fixed] Removed default helmet cover from Kiver which should fix an issue where player would respawn with default cover even when they saved their loadout with different cover attached

\[Fixed] Wrong name shown in some cases for VIP Strobe; fixes [#656](https://github.com/RHSMODS/statusquo/issues/656)

\[Fixed] Fixed TSh-4 wrong weight

\[Fixed] Fixed BallCap wrong weight

\[Fixed] Fixed Shemagh wrong weight

\[Fixed] Fixed Beanie wrong weight

\[Fixed] Fixed K-17 causing Game crash

\[Fixed] Not being able to attach strobes to the helmets

\[Fixed] Fixed barrel texture on RPK-74 not working anymore.

\[Fixed] Scripts compile for 1.1 and version bumped to 0.8

**Deleted**

\[Removed] Disabled Environment probe in k-17 due poor optimization


# 0.7

{% hint style="warning" %}
If stable RHS: Status Quo release is preceded by one or more experimental releases (not dev), then the changelog between this stable release and last stable release should be considered the combination of all the experimental changelogs in between as well as the changelog between the last experimental and stable release.
{% endhint %}

## 0.7.2265

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 2265

*<mark style="color:red;">Date:</mark>* Monday, February 19, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 8 (2257)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 2 fixes and 0 deletions.
{% endhint %}

**Added**

**Improved**

**Fixed**

\[Fixed] Fixed K-17 causing Game crash

\[Fixed] Not being able to attach strobes to the helmets

**Deleted**

## 0.7.2257

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 2257

*<mark style="color:red;">Date:</mark>* Monday, February 19, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 25 (2232)

*<mark style="color:red;">Changes:</mark>* 1 additions, 4 improvements, 8 fixes and 0 deletions.
{% endhint %}

**Added**

\[Added] SureFure 4 Prong Flashhider

**Improved**

\[Improved] Helstar and MS2k are oriented in same way now, so both should be attachable to top and back Velcro on helmets; fixes [#608](https://github.com/RHSMODS/statusquo/issues/608)

\[Improved] Added localization for MP-443 pistol

\[Improved] MS2k, HELLSTAR6 and VIP Strobes can now be attached both to helmet top and back velcro slots; fixes [#668](https://github.com/RHSMODS/statusquo/issues/668)

\[Improved] Changed K-17 armor (Sides 35mm->20mm. Side UParmor 30mm->10mm. Front UParmor 40mm->15mm. Interior armor 30mm->5mm). It means that K-17 side armor is now vulnerable to 12.7 AP. However it doesnt mean that you can flame it by just shooting at passanger compartment. You still need to target engine, fuel tanks, and other critical elements.

**Fixed**

\[Fixed] Fixed MS2K placement on helmets; fixes [#643](https://github.com/RHSMODS/statusquo/issues/643)

\[Fixed] Inventory icon for A Pos blood patch was not working; fixes [#628](https://github.com/RHSMODS/statusquo/issues/628)

\[Fixed] Removed default helmet cover from Kiver which should fix an issue where player would respawn with default cover even when they saved their loadout with different cover attached

\[Fixed] Wrong name shown in some cases for VIP Strobe; fixes [#656](https://github.com/RHSMODS/statusquo/issues/656)

\[Fixed] Fixed TSh-4 wrong weight

\[Fixed] Fixed BallCap wrong weight

\[Fixed] Fixed Shemagh wrong weight

\[Fixed] Fixed Beanie wrong weight

**Deleted**

## 0.7.2232

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 2232

*<mark style="color:red;">Date:</mark>* Tuesday, February 13, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 18 (2214)

*<mark style="color:red;">Changes:</mark>* 5 additions, 12 improvements, 7 fixes and 0 deletions.
{% endhint %}

**Added**

\[Added] Daniel Offense 9.55' ,12.25' ,12.25' FSP variants

\[Added] Daniel Offense FDE & BLK set colors

\[Added] Added AK-105

\[Added] Added M4A1 with Ergo Forward Rail Extension and AFG-2 (AFG not mountable yet)

\[Added] 10.3' ,14.5' ,14.5' HB Barrels & Textures

**Improved**

\[Improved] Added LODs to rhs\_su230

\[Improved] Added LODs to rhs\_su230\_mrds

\[Improved] Added LODs to rhs\_pouch\_6X9-1\_bayonet

\[Improved] Added LODs to rhs\_scabbard\_6X9-1\_bayonet

\[Improved] Added LODs to FILBE\_hydration\_pack

\[Improved] Added LODs to FILBE\_hydration\_pack\_ground

\[Improved] Added LODs to r187p1

\[Improved] Added LODs to garmin\_tactix\_bravo

\[Improved] Added LODs to anpeq15

\[Improved] Added LODs to aksu\_ltsu

\[Improved] Added LODs to rpk74m

\[Improved] Added LODs to m27iar

**Fixed**

\[Fixed] Fixed G45 was falling through the ground

\[Fixed] Fixed G17 was falling through the ground

\[Fixed] Fixed MP443 was falling through the ground

\[Fixed] Fixed APS was falling through the ground

\[Fixed] Fixed SP81 was falling through the ground

\[Fixed] Not being able to use NVG when aiming with glocks/m17/m18

\[Fixed] Fixed 1PN93 PiP sights; fixes [#649](https://github.com/RHSMODS/statusquo/issues/649)

**Deleted**

## 0.7.2214

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 2214

*<mark style="color:red;">Date:</mark>* Saturday, February 10, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 17 (2197)

*<mark style="color:red;">Changes:</mark>* 0 additions, 1 improvements, 6 fixes and 0 deletions.
{% endhint %}

**Added**

**Improved**

\[Improved] Increased supply storage on K17 Unarmed

**Fixed**

\[Fixed] Fixed radial menu entry null reference exception with shadow item

\[Fixed] Not being able to control attached light devices and missing radial menu actions; fixes [#653](https://github.com/RHSMODS/statusquo/issues/653) and [#655](https://github.com/RHSMODS/statusquo/issues/655)

\[Fixed] Patches that were attached to the helmet would be visible in FPP; fixes [#654](https://github.com/RHSMODS/statusquo/issues/654)

\[Fixed] Being able to put backpack radio into taktika radio pouch

\[Fixed] Fixed RITA turn off button was doing nothing

\[Fixed] Fixed T14 Turret now can be repaired

**Deleted**

## 0.7.2197

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 2197

*<mark style="color:red;">Date:</mark>* Friday, February 9, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 16 (2181)

*<mark style="color:red;">Changes:</mark>* 4 additions, 5 improvements, 0 fixes and 0 deletions.
{% endhint %}

**Added**

\[Added] Added G3 pants (ATACS-FG)

\[Added] Added G3 pants (OD)

\[Added] Added G3 pants (Multicam)

\[Added] Added voice notifications to T14 and K17

**Improved**

\[Improved] Potential compatibility fix for item insertion into pouches

\[Improved] Added new pouch to PCGEN3 rifleman loadout

\[Improved] Regenerated K17 editor previews + fixed their import settings

\[Improved] Regenerated preview images for 2S1 & IL76

\[Improved] Corrected inspection slot position for PC Gen III Vest with pouches

**Fixed**

**Deleted**

## 0.7.2181

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 2181

*<mark style="color:red;">Date:</mark>* Thursday, February 8, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 32 (2149)

*<mark style="color:red;">Changes:</mark>* 4 additions, 5 improvements, 2 fixes and 1 deletions.
{% endhint %}

**Added**

\[Added] 30mm HE explosion sounds

\[Added] 30mm, 125mm and 122mm shells sonic cracks and flybyes added (need test)

\[Added] Added X Ultra pioneer boots

\[Added] Added X Ultra 4 boots

**Improved**

\[Improved] Shell hit sounds

\[Improved] Sonic cracks for shells

\[Improved] Kh55 engine sound

\[Improved] Kh55 sounds and particles

\[Improved] Improved 6B47 mesh

**Fixed**

\[Fixed] Custom bullet flyby sounds not working

\[Fixed] Fixed some of the broken PiP scopes after AR update

**Deleted**

\[Removed] Disabled Environment probe in k-17 due poor optimization

## 0.7.2149

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 2149

*<mark style="color:red;">Date:</mark>* Sunday, February 4, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 21 (2128)

*<mark style="color:red;">Changes:</mark>* 4 additions, 2 improvements, 0 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Turret Damage to vehicles

\[Added] Added Crye G3 pants (M81)

\[Added] Added Crye G3 pants (MARPAT Woodland)

\[Added] Added Crye G3 pants (MARPAT Arid)

**Improved**

\[Improved] Improved USMC Combat boots mesh and texture

\[Improved] Added Environment probe to K-17 (might be deleted if any problems appear)

**Fixed**

**Deleted**

## 0.7.2128

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 2128

*<mark style="color:red;">Date:</mark>* Friday, February 2, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 30 (2098)

*<mark style="color:red;">Changes:</mark>* 3 additions, 2 improvements, 7 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Added PMAG 5.56x45

\[Added] Added windowed PMAG

\[Added] Added ATACS version of balaklava

**Improved**

\[Improved] Decluttered USMC arsenal by removing weapon variants and leaving base models

\[Improved] Decluttered MSV arsenal by removing weapon variants and leaving base models

**Fixed**

\[Fixed] Fixed not being able to attach anything to the rear slot on Kiver, LShZ, Opscore and TOR helmets

\[Fixed] Missing Common item types on some magazines prevented them from being placed in pouch slots

\[Fixed] Disabled animated colliders on 6B48, since they are not used on such Kevlar vest (just like on PASGT Vest)

\[Fixed] Fixed floating PVS-31 and L4G24 mount; fixes [#647](https://github.com/RHSMODS/statusquo/issues/647)

\[Fixed] Fixed weapon variant property on one of the items in MSV\_InventoryItems.conf

\[Fixed] Not being able to save loadout with default weapon of USMC GL kit in Combat Ops

\[Fixed] Wrong name set for M4 (it was shown as M4A1)

**Deleted**

## 0.7.2098

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 2098

*<mark style="color:red;">Date:</mark>* Sunday, January 28, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 34 (2064)

*<mark style="color:red;">Changes:</mark>* 7 additions, 7 improvements, 9 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] M27 manta rail layout

\[Added] Scout's textures!

\[Added] Initial injection of MP-443

\[Added] Okinawa warbelt to USMC

\[Added] Added Taktika platecarrier

\[Added] Added Taktika warbelt

\[Added] Added HSGI warbelt

**Improved**

\[Improved] Clothing item inspection will now show compatible items for selected slot

\[Improved] Custom icons to better indicate the purpose of the slots in inspected clothing item

\[Improved] Changed base zoom on all commander turrets from 3x to 1x

\[Improved] Adjusted muzzle coefficient on M27IAR so it reflects firing 5.56 rounds from 16.5 inch barrel rifle

\[Improved] Added AI Ballistic Tables for various RHS ammo

\[Improved] Added 7N21 & 7N31 ammo configuration for MP443

\[Improved] Added MP-443 to arsenal

**Fixed**

\[Fixed] Fixed missing attribution of Tank script to Zelik

\[Fixed] Disabled ability to stack Suharka backpack into itself

\[Fixed] Disabled slots that shouldn't be usable on some ECH variants

\[Fixed] MI-8 not taking collision damage

\[Fixed] Possible fix for T14 not moving with projectile

\[Fixed] Fixed T14 grills were invincible

\[Fixed] Fixed 1PN138 was always in down position

\[Fixed] Reexported ECH helmets - that should fix missing collision. Fixes [#642](https://github.com/RHSMODS/statusquo/issues/642)

\[Fixed] Being able to put grenade and other items into mag pouches


# 0.6

This document is regenerated automatically from our systems at a time of a release.

{% hint style="warning" %}
If stable RHS: Status Quo release is preceded by one or more experimental releases (not dev), then the changelog between this stable release and last stable release should be considered the combination of all the experimental changelogs in between as well as the changelog between the last experimental and stable release.
{% endhint %}

## 0.6.2063

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 2063

*<mark style="color:red;">Date:</mark>* Wednesday, January 24, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 1 (2062)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 0 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

**Fixed**

**Deleted**

## 0.6.2062

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 2062

*<mark style="color:red;">Date:</mark>* Wednesday, January 24, 2024

*<mark style="color:red;">Revisions Since Last:</mark>* 194 (1868)

*<mark style="color:red;">Changes:</mark>* 59 additions, 39 improvements, 53 fixes and 1 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] SR3M Effects, recoil and sounds tweaks

\[Added] PSO1M2-1 for SR3M

\[Added] T14 Armata engine sounds (first version)

\[Added] Added Tactical pants (M81)

\[Added] Added Cargo pants (M81)

\[Added] Added more rail cover variants

\[Added] Added custom animations for Garmin watch

\[Added] Armata recoil (First test)

\[Added] Decals for 3of56 and 3of36

\[Added] Added simple projectile models for 3bm60 and 3of36, added dynamic light for 3bm60 tracer

\[Added] Spark effect for AP rounds 7n22 and 7n13

\[Added] Added turret stabilization to K-17 Epoch

\[Added] Added turret stabilization to K-17 Berezhok

\[Added] Added turret stabilization to T-14

\[Added] Added optic zoom to T-14

\[Added] Added optic zoom to K-17 Epoch

\[Added] Added optic zoom to K-17 Berezhok

\[Added] Added patch system. Put patches on helmets, uniforms and vests.

\[Added] Added US flag patch

\[Added] Added US inverted flag patch

\[Added] Added the patch commemorating 20 years of RHS to Arsenal as placeable object

\[Added] Added A pos blood type patch

\[Added] Added RU camo flag patch

\[Added] Added RU reflective flag patch

\[Added] Added PIP cameras to K-17

\[Added] Added Driver display to K-17

\[Added] Added USMC ID patches

\[Added] Collider to T14 cannon

\[Added] Scripted recoil to all vehicles

\[Added] K17 AGS shot sounds and vog explosion effect

\[Added] Added new pages to PFM 5.0 screen

\[Added] Added working triplexes to K-17

\[Added] Added touchscreen functionality

\[Added] Recoil for 2A42

\[Added] Empty L4G24 that can be mounted to the helmet

\[Added] + Added USMC Force Recon position patch

\[Added] G17, G45, M17, and M18 stringtable entries

\[Added] Added black USMC Force Recon position patch

\[Added] RITA Voice-Warning samples

\[Added] 9m133 sounds and oarticles

\[Added] Added RU Army and MSV division patches

\[Added] Added interior to T-14

\[Added] Added sopmod stock

\[Added] Added PMF and driver displays to T-14

\[Added] Added turret and commander PIP displays to K-17 and T-14

\[Added] Added triplex view layout

\[Added] Added base target recognition for PMF PIP screens

\[Added] Added ability to destroy K-17 brains

\[Added] Added FILBE backpack

\[Added] Added Glock 17

\[Added] Added Glock 45

\[Added] Added Glock 17 COYOTE

\[Added] Added Glock 45 COYOTE

\[Added] Added M17

\[Added] Added M18

\[Added] Added target recognition/guiding to K-17 and T-14

\[Added] Added Commander turret to K-17 Berezhok

\[Added] Added SU-260/P Machine Gun Day Optic (MDO)

\[Added] 30mm 3UOF6 HEF-T

**Improved**

\[Improved] Various particles effects

\[Improved] Some sound effects

\[Improved] Fully remake of Armata sounds and particles

\[Improved] K17 Engine and shot sounds

\[Improved] Various particle effects

\[Improved] Sounds and effects of high-caliber rounds

\[Improved] Distributed PG-7VL & VR rounds to EMR units

\[Improved] Increased inventory size of tactical pants and cargo pants to match with vanilla

\[Improved] Warheads for GBU12 and KH55

\[Improved] K17 and T14 engine volume to be more in line with other vehicles

\[Improved] K17 and T14 damage reduction

\[Improved] Reduced the weight of the PCGen III vest

\[Improved] Added "point aiming" to ACOGs

\[Improved] Using \[RMB] on an item from the arsenal that can be attached to a clothing (like f.e. NVG) will now try to attach it rather than just storing it in the backpack

\[Improved] Improved G3 shirt mesh

\[Improved] Added patch carry functionality to ECH and OPSCORE

\[Improved] Added patch carry functionality to LShZ and TOR helmets

\[Improved] Added patch carry functionality to Kiver RSP Helmet

\[Improved] Added patch carry functionality to Ballcap

\[Improved] Added patch carry functionality to VKPO jackets

\[Improved] Added patch carry functionality to Crye shirts

\[Improved] 30mm shells effects improved

\[Improved] Improved FROG combat shirt mesh

\[Improved] Changed bungee retention cords on PC Gen 3 Vest pouches so now they will spring back when pouch is empty

\[Improved] Added upper sleeve Velcro points to Crye shirts

\[Improved] Added muzzle velocity coefficient to AKS-74U so bullets fired from it are fired with lower speed

\[Improved] Configured 7U1 round - added new air drag value, configured penetration data (set it in a way that AKS74U is penetrating SSh-68 helmet at 300m), increased diameter compared to 7N6/N10 (as in real life), increased init speed to 360 m/s, so it corresponds to init speed when fired from AK74 (when fired from AKS74U, bullet will leave barrel at 303 m/s. Warning, this bullet deals now even less damage than pistol rounds. Low lethality of that round was one of the reasons why 7U1 & AKS74UB was dropped and instead AS Val/Vintorez family was developed

\[Improved] Configured air drag on SP-5 & SP-6 + tweaked ballistic data of it

\[Improved] Ability to inspect clothing item to put attachments in exact slots

\[Improved] Improved t14 interior textures

\[Improved] 2a82 shot sound and autoloader tweak

\[Improved] Tweaks for 30mm particles

\[Improved] Increase thickness of PO4x24 reticle

\[Improved] 9M113M2 explosive yield and damage simulation

\[Improved] 30mm belts to use a mixed belt. AP is full APFSDS, HE is HEF-I, AP-T, HEF-I, HEF-T

\[Improved] Lowered muzzle velocity of M4A1 since 5.56 bullets velocity is calibrated for 20 inch barrels

\[Improved] Tweaked ballistic properties of M855A1

\[Improved] Improved FROG pants model and texture

\[Improved] Imrpoved FROG shirt texture

**Fixed**

\[Fixed] M8541 and Leo Mk4 reticles visible in 2D mode gain (not working yet due to vanilla bug, so don't use 2D optics with these scopes!); fixes [#598](https://github.com/RHSMODS/statusquo/issues/598)

\[Fixed] AFRF Arsenal box was missing Hierarchy component on statue placed on top of boxes. This resulted in statue staying in original place when GM repositioned arsenal

\[Fixed] KH-55 Particles

\[Fixed] Fixed K-17 Epoch commander turret

\[Fixed] Fixed wrong name of ballcap atacs

\[Fixed] Fixed wrong preview of Faradey 1085

\[Fixed] Fixed wrong preview of Faradey 906

\[Fixed] Fixed wrong preview of PC GEN III Light

\[Fixed] Wrong optic position on M27

\[Fixed] Sounds of explosion for 3of56 and 3of36

\[Fixed] Fixed SR3M Was missing RigidBody

\[Fixed] Fixed wrong name of M40 M61 AP mag

\[Fixed] K17 and t14 engine sounds

\[Fixed] Fixed M40A5 front rail was using wrong slot type

\[Fixed] Fixed SR3M was missing physics attributes making it weight just a few grams

\[Fixed] Fixed M4A1 had broken normals on its LODs

\[Fixed] Fixed 1PN93 RPG reticle; fixes [#599](https://github.com/RHSMODS/statusquo/issues/599)

\[Fixed] Fixed goggles position on ACH

\[Fixed] Fixed k17 was falling through the ground

\[Fixed] Fixed k17 commander turret was not attached to main turret

\[Fixed] Fixed K17 was immune to mines

\[Fixed] Fixed wrong 1P86 Main camera FOV

\[Fixed] Fixed wrong 1P86-1 Main camera FOV

\[Fixed] Fixed wrong 1PN93 and its deviations Main camera FOV

\[Fixed] Fixed wrong Bravo4 Main camera FOV

\[Fixed] Fixed wrong Infatech Main camera FOV

\[Fixed] Fixed wrong PO4X24P Main camera FOV

\[Fixed] Fixed wrong REAP-IR Main camera FOV

\[Fixed] Fixed wrong SU230 Main camera FOV

\[Fixed] Fixed wrong TA31RCO and its deviations Main camera FOV

\[Fixed] Fixed SR-3M folding animation

\[Fixed] Replace helmet attachment action wouldn't work with new slots for patches

\[Fixed] Cleaned up more old references to RHS 20 patch

\[Fixed] Fix 1P21 and other scopes PiP illuminator toggle; fixes [#621](https://github.com/RHSMODS/statusquo/issues/621)

\[Fixed] Changed "weight per ammo" in InventoryItemComponent for boxes of 125mm shells, so its possible to take ammo boxes into player inventory

\[Fixed] Corrected patch positioning on OPSCORE helmets

\[Fixed] Broken particle prefabs for white flare and burning fuel tank; fixes [#537](https://github.com/RHSMODS/statusquo/issues/537)

\[Fixed] Not being able to save the loadout with Vest PC Gen III Rifleman

\[Fixed] Fixed silenced AKS-74UN saving to arsenal. Had wrong attachment type.

\[Fixed] Fixed MS2k, VipLight and ChargePro could be placed in watch slot; fixes [#605](https://github.com/RHSMODS/statusquo/issues/605)

\[Fixed] Wrong attachment position of empty L4G24 mount

\[Fixed] Changed gearbox from manual to auto in T-14

\[Fixed] Fixed Missing remove casualty action for 2S1 Gunner; Fixes [#627](https://github.com/RHSMODS/statusquo/issues/627)

\[Fixed] Fixed 2D reticles now have RGB again

\[Fixed] Fixed SP-5 & SP-6 inheritance

\[Fixed] Fix incompatibility issue in RHS\_M\_SightsComponent.c

\[Fixed] Fixed 1p86-1 reticle was too big

\[Fixed] Fixed T-14 Commander turret

\[Fixed] Fixed K-17 Epoch Commander turret

\[Fixed] T-14 Front lower armor plate was 20mm thick instead of 300

\[Fixed] Fix possible conflicts with SightZoomFOVInfo ForceUpdate method

\[Fixed] Fixed VKPO jackets were missing undershirt

\[Fixed] Other potential modded class override conflicts

**Deleted**

\[Removed] Tracers from 30mm M929 APFSDS and 3UOF8 HEF-I

## 0.6.1868

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1868

*<mark style="color:red;">Date:</mark>* Saturday, December 23, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 211 (1657)

*<mark style="color:red;">Changes:</mark>* 103 additions, 49 improvements, 49 fixes and 4 deletions.
{% endhint %}

**Added**

\[Added] Added LWH helmet \[AOR1]

\[Added] Added LWH helmet \[AOR2]

\[Added] Added LWH helmet \[MARPAT Desert]

\[Added] Added LWH helmet \[MARPAT Woodland]

\[Added] Garmim Tactix Bravo to USMC arsenal

\[Added] Added OPSCORE FAST MT Urban Tan

\[Added] Added OPSCORE FAST MT MARPAT

\[Added] Added OPSCORE FAST MT Multicam

\[Added] Added OPSCORE FAST MT Urban Tan with Peltor headset

\[Added] Added OPSCORE FAST MT MARPAT with Peltor headset

\[Added] Added OPSCORE FAST MT Multicam with Peltor headset

\[Added] Added OPSCORE FAST MT Urban Tan with AMP headset

\[Added] Added OPSCORE FAST MT MARPAT with AMP headset

\[Added] Added OPSCORE FAST MT Multicam with AMP headset

\[Added] Added OPSCORE FAST XP Urban Tan

\[Added] Added OPSCORE FAST XP Multicam

\[Added] Added OPSCORE FAST XP Foliage green

\[Added] Added OPSCORE FAST XP Black

\[Added] Added OPSCORE FAST XP Urban Tan with Peltor headset

\[Added] Added OPSCORE FAST XP Multicam with Peltor headset

\[Added] Added OPSCORE FAST XP Foliage green with Peltor headset

\[Added] Added OPSCORE FAST XP Black with Peltor headset

\[Added] Added OPSCORE FAST XP Urban Tan with AMP headset

\[Added] Added OPSCORE FAST XP Multicam with AMP headset

\[Added] Added OPSCORE FAST XP Foliage green with AMP headset

\[Added] Added OPSCORE FAST XP Black with AMP headset

\[Added] Added OPSCORE Sentry Urban Tan

\[Added] Added OPSCORE Sentry Multicam

\[Added] Added OPSCORE Sentry Foliage green

\[Added] Added OPSCORE Sentry Urban grey

\[Added] Added OPSCORE Sentry Urban Tan with AMP headset

\[Added] Added OPSCORE Sentry Multicam with AMP headset

\[Added] Added OPSCORE Sentry Foliage green with AMP headset

\[Added] Added OPSCORE Sentry Urban grey with AMP headset

\[Added] Added LWH AOR1 with NVG Shroud

\[Added] Added LWH AOR2 with NVG Shroud

\[Added] Added LWH MARPAT Desert with NVG Shroud

\[Added] Added LWH MARPAT Woodland with NVG Shroud

\[Added] Added ACH DCU with NVG Shroud

\[Added] Added ACH M81 with NVG Shroud

\[Added] Added ACH OEFCP with NVG Shroud

\[Added] Added CVC olive with NVG Shroud

\[Added] Added CVC tan with NVG Shroud

\[Added] Added back T-14 and K-17 to gamemaster

\[Added] Brightness adjust possibility to Garmin watch.

\[Added] DAGR will now have functional menu tree

\[Added] \[WIP] Added F/A-18A With GBU-12 as CAS module (available in gamemaster)

\[Added] \[WIP] Added KH-55 Cruise missle as CAS module (available in gamemaster)

\[Added] Added GPS map tool, so if in inventory you are able to call up DAGR or Orion in the map by clicking the globe button

\[Added] M40A5 Sniper rifle

\[Added] Added MICH helmet with shroud

\[Added] Added TSh-4

\[Added] K-17 Epoch "EXPO" camo version

\[Added] Added REAP-IR

\[Added] Added SNIPE-IR

\[Added] Added SNIPE-IR + ACOG

\[Added] Added PATROL-IR

\[Added] Added HELSTAR-6 Strobe

\[Added] Added ChargePro helmet mounted flashlight

\[Added] Added SVD specific version of 1P21 which should make SVD with it mounted persist in arsenal correctly

\[Added] Added Vz52\[SKS] Shot

\[Added] Added Gascan glasses

\[Added] Added Impact sport headphones

\[Added] Added TOR with AMP

\[Added] Added 1P86-1 (AK)

\[Added] 1P21 PiP sight reticle animation

\[Added] Added SR-3M "Vikhr"

\[Added] Added suppressed SR-3M

\[Added] Added M27IAR With suppressor

\[Added] Polish locale

\[Added] Xmas Deer antlers

\[Added] Added Xmas lighs as wearable item

\[Added] Added new animations for PDU-4

\[Added] Added Beanie (tan)

\[Added] Added Beanie (OD)

\[Added] Added Beanie (black)

\[Added] Added Crye G3 combat shirt (MARPAT)

\[Added] Added Crye G3 combat shirt (Multicam)

\[Added] Added Crye G3 combat shirt (OD)

\[Added] Added Crye G3 combat shirt (ATACS)

\[Added] Added Tactical cargo pants (OD)

\[Added] Added Tactical cargo pants (ATACS)

\[Added] Added Tactical cargo pants (Multicam)

\[Added] Added Tactical cargo pants (MARPAT)

\[Added] Added Shemagh (Tan)

\[Added] Added Shemagh (Green)

\[Added] Added TBG-7V

\[Added] Added TBG-7VL

\[Added] Added OG-7V

\[Added] Added PG-7VL

\[Added] Added PG-7VR

\[Added] 6B48

\[Added] Added custom animations to DAGR

\[Added] Added Ballcap (Multicam)

\[Added] Added Ballcap (OD)

\[Added] Added Ballcap (ATACS)

\[Added] Added Ballcap (TAN)

\[Added] Added Leupold Mark4 6.5-20x50

\[Added] Added custom animations for ANPRC152A

\[Added] Added Crye Combat Shirt (M81)

\[Added] AKS74U Effects, tweaked sounds

\[Added] 2s1 Gvozdika Effects and sounds

\[Added] Detachable parts (pallet) APFSDS effect

**Improved**

\[Improved] Toggle light device controller binding now Y(Hold) + DLeft (double)

\[Improved] Cycle light device modes controller binding now Y(Hold) + DRight (double)

\[Improved] Improved Russian locale

\[Improved] Garmin watch can be worn on players wrist (just place it in watch slot)

\[Improved] Increased brightness of Garmin display

\[Improved] Added back tucha launcher

\[Improved] Updated AN-94 animation workspace and fixed some of the related issues - work on [#506](https://github.com/RHSMODS/statusquo/issues/506)

\[Improved] Tried to resurrect K17 animation workspace

\[Improved] Improved LWH inventory description

\[Improved] Improved driver get in animation on K17

\[Improved] Improved KH-55 and GBU-12 performance

\[Improved] Added Orion localization

\[Improved] DAGR and Orion inventory icons

\[Improved] Improved t14 Ammo rack particle

\[Improved] Improved KH-55 Explosion sound

\[Improved] Added camo T-14 back to arsenal

\[Improved] Cannons particles

\[Improved] KH-55 Sound and particle

\[Improved] RPG-7 now configured to have universal dovetail instead of own specific

\[Improved] Tweaked T-14 roughness values; fixes [#561](https://github.com/RHSMODS/statusquo/issues/561)

\[Improved] Added back tucha smoke launcher

\[Improved] Improved RPM on M4A1 and M27

\[Improved] Added proper lods for 3OUF6 and 3UBR6 particles

\[Improved] Added engine sound to F-18 and KH55

\[Improved] Improved Peltor color accuracy; fixes [#583](https://github.com/RHSMODS/statusquo/issues/583)

\[Improved] Improved 2S1 Explosion particle

\[Improved] Refactored and improved functionality of Orion GPS in the map view

\[Improved] Improved cockpit lights in RHS MI-8 (Gray)

\[Improved] Slightly adjusted BackVelcro attachment point on OPSCORE

\[Improved] Improved TOR model

\[Improved] Improved K-17 interior textures

\[Improved] Changed 1P63 Reticle to be dimmer

\[Improved] Improved 1P87 Texture

\[Improved] Most optics overhauled in both PiP and in 2D. Some 2D optics will not work pending vanilla bugs.

\[Improved] Improved: Added IR mode to ChargePro (modes can be switched through radial menu)

\[Improved] Reverted scale changes to PDU-4, which were forced before due to missing anim

\[Improved] Added Garmin watches to RU arsenal

\[Improved] Improved CAS sounds

\[Improved] Removed detach actions from suppressors for now

\[Improved] Added proper anims for ORION gps

\[Improved] Adjusted NVG HDR materials to comply with bright nights :(

\[Improved] Increased lifetime of new RPG rockets

\[Improved] Effects for cannons

\[Improved] Sounds for cannons

\[Improved] Tucha effects

\[Improved] New GM CAS icons

\[Improved] Various effects and sounds

\[Improved] Modified AN94 sound.

\[Improved] Changed size of m40 magazine

**Fixed**

\[Fixed] Fixed headclipping on opscore

\[Fixed] Wrong nightvision position on opscore

\[Fixed] Wrong configuration of garmin watch render target material

\[Fixed] Fixed wrong guid in one anim?

\[Fixed] DAGR icon in inventory

\[Fixed] 40mm Star cluster rounds particle effect could spawn its stars more than once

\[Fixed] 40mm Star cluster rounds wouldn't play its particle effect (and emit light) when they were outside of player view

\[Fixed] Fixed missing LWH localization

\[Fixed] Fixed bad collider material on PGO-7V3

\[Fixed] Fixed missing "open Hatch" action on t-14

\[Fixed] Fixed KH55 warhead being too powerful

\[Fixed] Fixed default 6B47 (6M2-1) with balaclava not saving to arsenal; fixes [#579](https://github.com/RHSMODS/statusquo/issues/579)

\[Fixed] Fixed PGO-7 not showing up on RPG after respawn with saved loadout; fixes [#574](https://github.com/RHSMODS/statusquo/issues/574)

\[Fixed] Fixed M40 magazine not reloading

\[Fixed] Missing particle effect on 3OUF6

\[Fixed] GBU was visible on impact point before impact

\[Fixed] Fixed 2S1 was using T14 wreck model

\[Fixed] Fixed 1P87 wrong retcile behavior

\[Fixed] Fixed MI-8 Physics

\[Fixed] Fixed wrong ChargePro position on OPSCORE

\[Fixed] Fixed: Compass bearing angle was clipped when certain values were displayed

\[Fixed] Fixed M4 was firing full auto instead of bursts

\[Fixed] Some RU locale fixes

\[Fixed] Fixed Helstar was facing wrong direction

\[Fixed] Fixed zeroing on 1p21 and M8541

\[Fixed] Fixed: ChargePro was visible in FPP when attached to the helmet

\[Fixed] Fixed loading supplies on k-17 was causing it to dance

\[Fixed] Fixed Tor helmet was visible in first person

\[Fixed] Fixed Impact headset was visible in first person

\[Fixed] Potential fix for no damage from GBU12 CAS GM module

\[Fixed] Fixed user was not able to install 1p21 on svd

\[Fixed] Fixed: laser devices would stop working when would cycle through their modes

\[Fixed] Potential fix for incompatibility with bacon's RIS Laser Attachments (he still has to change the binding)

\[Fixed] Fixed Kh-55 damage

\[Fixed] Light device keyboard keybinds would conflict with AR Commanding menu as it was \[\`] (grave) and it was changed to \[=] (equals)

\[Fixed] Fixed Missing k-17 unarmed locale

\[Fixed] Fixed geometry for M203

\[Fixed] Warheads for 30mm and damage

\[Fixed] AKSU muzzle flash

\[Fixed] Readded RPK74M custom animation graph in order to fix bipod issue

\[Fixed] Fixed some log error messages

\[Fixed] Fixed wrong PSO and other dovetail attachments position on RPK-74M

\[Fixed] Accuracy on gvozdika and 2a42

\[Fixed] Fixed wrong clothing type of Tactical Pants

\[Fixed] Fixed wrong clothing type of BDU pants

\[Fixed] Fixed wrong deflated model of crye shirt

\[Fixed] Fixed missing SNIPE-IR reticle

\[Fixed] Fixed weapon on back settings when different combo of items were attached to 6B45

\[Fixed] Fixed broken SNIPE IR description

**Deleted**

\[Removed] Temporary removed K17 (again, sorry)

\[Removed] Removed AN/PRC-152 and its attachments from the arsenal until they will be fixed

\[Removed] Vanilla gamemats

\[Removed] Removed ability to install PSO on AKS-74UN

## 0.6.1657

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1657

*<mark style="color:red;">Date:</mark>* Thursday, November 16, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 6 (1651)

*<mark style="color:red;">Changes:</mark>* 1 additions, 1 improvements, 2 fixes and 0 deletions.
{% endhint %}

**Added**

\[Added] Added 40mm M585, XM663 and XM664 Star cluster signal rounds

**Improved**

\[Improved] Adjusted position of 40mm round in M203 grenade launcher

**Fixed**

\[Fixed] Fixed being able to adjust HDR brightness when NVG was turned off

\[Fixed] Wrong k-17 faction affiliation

**Deleted**

## 0.6.1651

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1651

*<mark style="color:red;">Date:</mark>* Sunday, November 12, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 24 (1627)

*<mark style="color:red;">Changes:</mark>* 8 additions, 6 improvements, 3 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Unarmed K-17

\[Added] K-17 Berezhok without camo

\[Added] K-17 Epoch without camo

\[Added] K-17 Unarmed without camo

\[Added] K-17 Berezhok tan paint

\[Added] K-17 Epoch tan paint

\[Added] K-17 Unarmed tan paint

\[Added] PGO-7V3 sight

**Improved**

\[Improved] Added wreck model for k-17 epoch

\[Improved] Added wreck model for k-17 berezhok

\[Improved] Added PGO-7V3 into arsenal; fixes [#568](https://github.com/RHSMODS/statusquo/issues/568)

\[Improved] MSV AT guy now has RPG with PGO-7V3 by default

\[Improved] Improved gray MI-8 texture and Decals

\[Improved] Increasing illuminator cone angle will now reduce its perceived brightness (affects ANPEQ15/16

**Fixed**

\[Fixed] Fixed wrong attachment type on 1p21 and 1pn93SVD

\[Fixed] Fixed K-17 suspension

\[Fixed] Fix possible null pointer exception in LRF

**Deleted**

## 0.6.1627

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1627

*<mark style="color:red;">Date:</mark>* Wednesday, November 8, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 59 (1568)

*<mark style="color:red;">Changes:</mark>* 9 additions, 16 improvements, 8 fixes and 1 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Added interior to k-17 (WIP)

\[Added] Added more animations to k-17

\[Added] Added WaveBreaker animation

\[Added] Added Turn on interior light action to k-17

\[Added] Added Open ramp action to k-17

\[Added] Added screens and gauges to k-17 interior

\[Added] Orion GPS

\[Added] Added IL-76 With lights turned on BUT without engine sound

\[Added] Water erase to K17

**Improved**

\[Improved] Improved k-17 armor colliders

\[Improved] Improved k-17 textures

\[Improved] Added flame on engine start to t-14

\[Improved] Added flame on engine start to k-17

\[Improved] Added lock/unlock rear top hatch action to k-17

\[Improved] Added proper naming of IL-76

\[Improved] Added proper icons for various IL-76; closes [#555](https://github.com/RHSMODS/statusquo/issues/555)

\[Improved] Improved t-14 explosion particle

\[Improved] Improved engine start particle

\[Improved] Improved 1P90 texture

\[Improved] Improved NPZ Universal mount texture

\[Improved] T14 Suspension, Brakes and Engine simulations

\[Improved] K17 Suspension and Engine

\[Improved] 2S1 Suspension

\[Improved] Proc anim for K17 for trim vane and propellers

\[Improved] Changed NVG controller key bind to 2xRDpad

**Fixed**

\[Fixed] Fixed MSV spawn points in Combat Ops

\[Fixed] Fixed NPP strelok goggles being present in weapon arsenal crate

\[Fixed] RpcError caused by AN/PRC-152 when item was spawned

\[Fixed] Wrong roughness on T14 rubber mudflaps; fixes [#553](https://github.com/RHSMODS/statusquo/issues/553)

\[Fixed] Hierarchy spam on k17

\[Fixed] NVG would prevent players from opening the map when they would spawn with loadout that had NVG; fixes [#540](https://github.com/RHSMODS/statusquo/issues/540)

\[Fixed] Player no longer able to open k-17 ramp from outside

\[Fixed] Fixed broken vehicle night vision

**Deleted**

\[Removed] Obsolete version of IL-76

## 0.6.1589

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1589

*<mark style="color:red;">Date:</mark>* Friday, November 3, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 5 (1584)

*<mark style="color:red;">Changes:</mark>* 0 additions, 2 improvements, 3 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

\[Improved] Added flame on engine start to t-14

\[Improved] Added flame on engine start to k-17

**Fixed**

\[Fixed] Wrong roughness on T14 rubber mudflaps; fixes [#553](https://github.com/RHSMODS/statusquo/issues/553)

\[Fixed] Hierarchy spam on k17

\[Fixed] NVG would prevent players from opening the map when they would spawn with loadout that had NVG; fixes [#540](https://github.com/RHSMODS/statusquo/issues/540)

**Deleted**

## 0.6.1584

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1584

*<mark style="color:red;">Date:</mark>* Thursday, November 2, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 5 (1579)

*<mark style="color:red;">Changes:</mark>* 6 additions, 2 improvements, 0 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Added interior to k-17 (WIP)

\[Added] Added more animations to k-17

\[Added] Added WaveBreaker animation

\[Added] Added Turn on interior light action to k-17

\[Added] Added Open ramp action to k-17

\[Added] Added screens and gauges to k-17 interior

**Improved**

\[Improved] Improved k-17 armor colliders

\[Improved] Improved k-17 textures

**Fixed**

**Deleted**

## 0.6.1579

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1579

*<mark style="color:red;">Date:</mark>* Thursday, November 2, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 1 (1578)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 1 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

**Fixed**

\[Fixed] RpcError caused by AN/PRC-152 when item was spawned

**Deleted**

## 0.6.1578

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1578

*<mark style="color:red;">Date:</mark>* Thursday, November 2, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 10 (1568)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 2 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

**Fixed**

\[Fixed] Fixed MSV spawn points in Combat Ops

\[Fixed] Fixed NPP strelok goggles being present in weapon arsenal crate

**Deleted**

## 0.6.1568

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1568

*<mark style="color:red;">Date:</mark>* Wednesday, November 1, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 2 (1566)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 1 fixes and 1 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

**Fixed**

\[Fixed] Fixed issue that caused RpcErrorspam with laser devices; fixes [#551](https://github.com/RHSMODS/statusquo/issues/551)

**Deleted**

\[Removed] Removed 'point aiming' from laser devices

## 0.6.1566

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1566

*<mark style="color:red;">Date:</mark>* Wednesday, November 1, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 1 (1565)

*<mark style="color:red;">Changes:</mark>* 0 additions, 1 improvements, 0 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

\[Improved] Updated RHS AK74M animation graph - work on [#506](https://github.com/RHSMODS/statusquo/issues/506)

**Fixed**

**Deleted**

## 0.6.1565

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1565

*<mark style="color:red;">Date:</mark>* Tuesday, October 31, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 1 (1564)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 1 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

**Fixed**

\[Fixed] Fixed missing GUID in definition of parent world of USMC vs MSV Combat Ops scenario

**Deleted**

## 0.6.1564

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1564

*<mark style="color:red;">Date:</mark>* Tuesday, October 31, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 11 (1553)

*<mark style="color:red;">Changes:</mark>* 0 additions, 3 improvements, 6 fixes and 1 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

\[Improved] Light device shortcuts now on screen; fixes [#382](https://github.com/RHSMODS/statusquo/issues/382)

\[Improved] Added MPL-50 Carrier to 6b45 Rifleman and 6B45 Officer

\[Improved] Updated USMC vs MSV combat ops scenario

**Fixed**

\[Fixed] Bullets now make hit effect on IL-76 UN; fixes [#276](https://github.com/RHSMODS/statusquo/issues/276)

\[Fixed] Fixed RPK-74M falling through ground when dropped

\[Fixed] Fixed weapon position on back while wearing 6b45

\[Fixed] Fixed MRDS SU-230 having a different FOV than the normal version

\[Fixed] Wrong weapon position on back when suharka backpack equipped

\[Fixed] Fixed APS sounds (somewhat)

**Deleted**

\[Removed] Removed Sukharka type 3

## 0.6.1553

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1553

*<mark style="color:red;">Date:</mark>* Saturday, October 28, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 3 (1550)

*<mark style="color:red;">Changes:</mark>* 0 additions, 4 improvements, 3 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

\[Improved] Changed NVG illuminator toggle controller binding to 2xDDown; fixes [#511](https://github.com/RHSMODS/statusquo/issues/511)

\[Improved] Changed light device on/off toggle controller binding to 2xDLeft

\[Improved] Changed light device mode switch controller binding to 2xDRight

\[Improved] Changed light device hold for fire controller binding to Hold DLeft

**Fixed**

\[Fixed] Fixed 2S1 for 1.0.0; fixes [#524](https://github.com/RHSMODS/statusquo/issues/524)

\[Fixed] 2S1 now facing correct way when placed via GM; fixes [#494](https://github.com/RHSMODS/statusquo/issues/494)

\[Fixed] Fixed some physics error span for 2S1 external components

**Deleted**

## 0.6.1550

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1550

*<mark style="color:red;">Date:</mark>* Saturday, October 28, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 2 (1548)

*<mark style="color:red;">Changes:</mark>* 0 additions, 2 improvements, 0 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

\[Improved] Set armor plates sim to NONE (potential fps improvement)

\[Improved] Changed all accessory items sim state to NONE via overriding vanilla one

**Fixed**

**Deleted**

## 0.6.1548

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1548

*<mark style="color:red;">Date:</mark>* Saturday, October 28, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 6 (1542)

*<mark style="color:red;">Changes:</mark>* 0 additions, 1 improvements, 5 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

\[Improved] M27 now uses mag with puller by default

**Fixed**

\[Fixed] M4A1 GL would spawn without GL if it was part of a saved loadout; fixes [#543](https://github.com/RHSMODS/statusquo/issues/543)

\[Fixed] Fixed broken IL-76 sound; fixes [#542](https://github.com/RHSMODS/statusquo/issues/542)

\[Fixed] Fixed broken Icon reference for T14 Smoke Launcher

\[Fixed] Removed broken key binding

\[Fixed] Fixed error on looking at K17 through GM camera; fixes [#530](https://github.com/RHSMODS/statusquo/issues/530)

**Deleted**

## 0.6.1542

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1542

*<mark style="color:red;">Date:</mark>* Thursday, October 26, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 1 (1541)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 0 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

**Fixed**

**Deleted**

## 0.6.1541

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1541

*<mark style="color:red;">Date:</mark>* Thursday, October 26, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 8 (1533)

*<mark style="color:red;">Changes:</mark>* 0 additions, 1 improvements, 1 fixes and 1 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

\[Improved] Updated RHS Conflict template

**Fixed**

\[Fixed] M713, M715 and M716 will now emit their smoke for about 25s

**Deleted**

\[Removed] Obsolete meta files

## 0.6.1533

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1533

*<mark style="color:red;">Date:</mark>* Thursday, October 26, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 2 (1531)

*<mark style="color:red;">Changes:</mark>* 0 additions, 1 improvements, 0 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

\[Improved] Tweaked T1 dot size

**Fixed**

**Deleted**

## 0.6.1531

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1531

*<mark style="color:red;">Date:</mark>* Wednesday, October 25, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 1 (1530)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 1 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

**Fixed**

\[Fixed] Fixed crash of showcase scenario

**Deleted**

## 0.6.1530

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1530

*<mark style="color:red;">Date:</mark>* Wednesday, October 25, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 7 (1523)

*<mark style="color:red;">Changes:</mark>* 0 additions, 1 improvements, 2 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

\[Improved] Added Russian flag and plugged it into faction config

**Fixed**

\[Fixed] Fixed game master showcase scenario

\[Fixed] One more fix to GM showcase scenario

**Deleted**

## 0.6.1523

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1523

*<mark style="color:red;">Date:</mark>* Wednesday, October 25, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 24 (1499)

*<mark style="color:red;">Changes:</mark>* 10 additions, 5 improvements, 6 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Added AN/PEQ-15 in black and tan variants; fixes [#137](https://github.com/RHSMODS/statusquo/issues/137)

\[Added] Added tan Spectre-DR; fixes [#534](https://github.com/RHSMODS/statusquo/issues/534)

\[Added] M4A1 5.56 Rifle

\[Added] M4A1 SOPMOD Block II 5.56 Rifle

\[Added] M4A1 5.56 Rifle with M203 GL

\[Added] M4A1 SOPMOD Block II 5.56 Rifle with M203 GL

\[Added] M4A1 5056 Rifle with KAC iron sights

\[Added] Added M713, M715 and M716 marker rounds to the USMC arsenal

\[Added] Tan SU230s to USMC arsenal

\[Added] Faradey 1085 boots to MSV arsenal

**Improved**

\[Improved] Added AN/PRC-152 parts to arsenal

\[Improved] Improved AN/PEQ-15 scale and textures

\[Improved] Armed USMC grenadiers with M4A1 w/M203

\[Improved] Added 7N25 9x18mm round for APS

\[Improved] AN/PEQ-15 mode operations according to conops

**Fixed**

\[Fixed] Moved ammo type information to the top left corner in order to accommodate item supply cost (which was presented on top of it since 1.0)

\[Fixed] Wrong position for bottom attachment on M4A1

\[Fixed] Temporary fix for arsenal spamming FFA action items missing

\[Fixed] Fixed broken AN/PEQ-16 inheritance

\[Fixed] Fixed AN/PEQ-15 knob animations

\[Fixed] Wrong collider configuration of M4A1

**Deleted**

## 0.6.1499

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1499

*<mark style="color:red;">Date:</mark>* Friday, October 20, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 8 (1491)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 4 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

**Fixed**

\[Fixed] ButtStock position on an-94

\[Fixed] ButtStock wrong attachment type

\[Fixed] Wrong turret armor rig

\[Fixed] Fixed M88 Flora & VSR uniforms are now using correct materials even when armored vest is worn

**Deleted**

## 0.6.1491

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1491

*<mark style="color:red;">Date:</mark>* Friday, October 20, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 9 (1482)

*<mark style="color:red;">Changes:</mark>* 0 additions, 2 improvements, 2 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

\[Improved] T14 Ammo Rack damage

\[Improved] Added Jerry can, repair & first aid kits to MSV & USMC arsenals

**Fixed**

\[Fixed] T14 driver get in getting stuck

\[Fixed] Fixed more Log Console errors

**Deleted**

## 0.6.1482

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1482

*<mark style="color:red;">Date:</mark>* Thursday, October 19, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 11 (1471)

*<mark style="color:red;">Changes:</mark>* 0 additions, 2 improvements, 3 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

\[Improved] M4A! Carry handle is now detachable

\[Improved] Updated RHS MSV vs FIA Combat Ops scenario

**Fixed**

\[Fixed] Removed fault remaps

\[Fixed] Fixed (once again) bad remaps on helmets

\[Fixed] Fixed SPG-9 Log Console errors

**Deleted**

## 0.6.1471

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1471

*<mark style="color:red;">Date:</mark>* Thursday, October 19, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 5 (1466)

*<mark style="color:red;">Changes:</mark>* 0 additions, 3 improvements, 2 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

\[Improved] Moved to a brand new server (this is a test message, ignore)

\[Improved] Added wrenches to USMC & MSV arsenals

\[Improved] Reduced weight of Azart radio

**Fixed**

\[Fixed] Removed the ability to attach a picatinny rail scope to the M4A1 (the one with a carry handle).

\[Fixed] Fixed duplicated radio on EMR SL loadout

**Deleted**

## 0.6.1466

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1466

*<mark style="color:red;">Date:</mark>* Wednesday, October 18, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 3 (1463)

*<mark style="color:red;">Changes:</mark>* 0 additions, 2 improvements, 0 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

\[Improved] Added M4A1 and M4A1 BLOCK II to the USMC arsenal

\[Improved] Added ETool to the USMC and MSV arsenal

**Fixed**

**Deleted**

## 0.6.1463

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1463

*<mark style="color:red;">Date:</mark>* Wednesday, October 18, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 1 (1462)

*<mark style="color:red;">Changes:</mark>* 1 additions, 0 improvements, 0 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Added mission config file for RHS Arland Conflict scenario

**Improved**

**Fixed**

**Deleted**

## 0.6.1462

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1462

*<mark style="color:red;">Date:</mark>* Wednesday, October 18, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 7 (1455)

*<mark style="color:red;">Changes:</mark>* 1 additions, 6 improvements, 1 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Added Arland version of RHS Conflict (WIP)

**Improved**

\[Improved] Updated Everon version of RHS Conflict

\[Improved] Tweaked EMR loadouts

\[Improved] Configured deployment points on M4A1

\[Improved] Updated Vehicle entity catalogs - temporarily removed T14 & K17 from the list

\[Improved] Updated Conflict faction configs

\[Improved] Updated Conflict faction configs again

**Fixed**

\[Fixed] One layer too much in Arland RHS Conflict

**Deleted**

## 0.6.1455

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1455

*<mark style="color:red;">Date:</mark>* Tuesday, October 17, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 12 (1443)

*<mark style="color:red;">Changes:</mark>* 0 additions, 4 improvements, 10 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

**Improved**

\[Improved] T-14 Turret rotation speed

\[Improved] Added supply storage to K-17

\[Improved] T14 ERA protection

\[Improved] Added ETool to the USMC and MSV loadouts

**Fixed**

\[Fixed] Brought back missing RHS tab in controls section of settings

\[Fixed] Spelling error in NV gain reset button display name

\[Fixed] NPE when user would try to adjust NV gain

\[Fixed] Fixed faulty refs to bad Icons in Weapons

\[Fixed] Fixed faulty refs to sounds in vehicles

\[Fixed] Smoke Launchers on T14

\[Fixed] T14 Fuel tank sizes

\[Fixed] K17 Fuel tank size

\[Fixed] Missing HE ammo explosion effects

\[Fixed] T14 Damage manager

**Deleted**

## 0.6.1443

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1443

*<mark style="color:red;">Date:</mark>* Monday, October 16, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 18 (1425)

*<mark style="color:red;">Changes:</mark>* 8 additions, 3 improvements, 5 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Covered ACH & MICH base models and textures

\[Added] Added ACH and MICH covered helmets

\[Added] Added placeholders for remaining ACH and MICH variants (lacking texture for OCP and M81 Early variants.)

\[Added] Added DCU, M81 and UCP versions of covered ACH

\[Added] Added Desert MARPAT version of MICH

\[Added] Sounds to T14 commander turret

\[Added] Stock Fold Animation to AN-94 Railed

\[Added] Stock Fold Animation RPK-74M

**Improved**

\[Improved] Radial menu now works on scenario restart in Workbench, possibly improving stability in other use-cases as well

\[Improved] T-14 Turret armor split into multiple destructible pieces

\[Improved] Updated RHS Conflict scenario (WIP)

**Fixed**

\[Fixed] Fixed weird AO overruns on T14 textures; fixes [#458](https://github.com/RHSMODS/statusquo/issues/458)

\[Fixed] Fixed RPK-74M falling through the ground; fixes [#519](https://github.com/RHSMODS/statusquo/issues/519)

\[Fixed] Reverted specialized headphone helmets back into the Arsenal to recover loadout saving

\[Fixed] T14 for 1.0; fixes [#493](https://github.com/RHSMODS/statusquo/issues/493), [#501](https://github.com/RHSMODS/statusquo/issues/501), [#505](https://github.com/RHSMODS/statusquo/issues/505), [#517](https://github.com/RHSMODS/statusquo/issues/517), [#522](https://github.com/RHSMODS/statusquo/issues/522)

\[Fixed] K17 for 1.0 release; fixes [#499](https://github.com/RHSMODS/statusquo/issues/499), fixes [#504](https://github.com/RHSMODS/statusquo/issues/504), fixes [#518](https://github.com/RHSMODS/statusquo/issues/518)

**Deleted**

## 0.6.1425

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1425

*<mark style="color:red;">Date:</mark>* Saturday, October 14, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 5 (1420)

*<mark style="color:red;">Changes:</mark>* 2 additions, 2 improvements, 3 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Gray version of MI-8

\[Added] "Kalosha" for ak

**Improved**

\[Improved] Stock folding is now smooth instead of immediate change of state

\[Improved] Improved null pointer safety in LRFs

**Fixed**

\[Fixed] Broken PDU4 and Vector 21 prefabs; fixes [#508](https://github.com/RHSMODS/statusquo/issues/508)

\[Fixed] Fixed dead PDU and Vector; fixes [#520](https://github.com/RHSMODS/statusquo/issues/520)

\[Fixed] Ammo type labels in inventory no longer support long strings; fixes [#509](https://github.com/RHSMODS/statusquo/issues/509)

**Deleted**

## 0.6.1420

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1420

*<mark style="color:red;">Date:</mark>* Friday, October 13, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 4 (1416)

*<mark style="color:red;">Changes:</mark>* 4 additions, 3 improvements, 4 fixes and 0 deletions.
{% endhint %}

{% hint style="danger" %}
This release is only available on **Arma: Reforger Experimental**
{% endhint %}

**Added**

\[Added] Camo Arsenal URAL-4320

\[Added] Camo Engineering URAL-4320

\[Added] Camo Ammo URAL-4320

\[Added] Camo Repair URAL-4320

**Improved**

\[Improved] Made RHS arsenals self sustainable and infinitive

\[Improved] Added more wind influence to Tucha smoke particle

\[Improved] Removed eyecup from 1p86

**Fixed**

\[Fixed] Fixed M27IAR & M4 hand animations in exp build

\[Fixed] Fixes to scripts after 1.0 API changes

\[Fixed] Minor fix to RHS20 Patch

\[Fixed] Urals

**Deleted**


# 0.5

This document is regenerated automatically from our systems at a time of a release.

{% hint style="warning" %}
If stable RHS: Status Quo release is preceded by one or more experimental releases (not dev), then the changelog between this stable release and last stable release should be considered the combination of all the experimental changelogs in between as well as the changelog between the last experimental and stable release.
{% endhint %}

## 0.5.1417

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1417

*<mark style="color:red;">Date:</mark>* Tuesday, October 17, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 1 (1416)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 1 fixes and 0 deletions.
{% endhint %}

**Added**

**Improved**

**Fixed**

\[Fixed] Fixed radio backpack causing crash on servers

**Deleted**

## 0.5.1416

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1416

*<mark style="color:red;">Date:</mark>* Friday, October 13, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 1 (1415)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 1 fixes and 0 deletions.
{% endhint %}

**Added**

**Improved**

**Fixed**

\[Fixed] Fixed levitating AK pouch in last LOD (missing skinning in last LOD)

**Deleted**

## 0.5.1415

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1415

*<mark style="color:red;">Date:</mark>* Friday, October 13, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 6 (1409)

*<mark style="color:red;">Changes:</mark>* 1 additions, 3 improvements, 2 fixes and 0 deletions.
{% endhint %}

**Added**

\[Added] BS-1 30mm Grenade

**Improved**

\[Improved] Added workaround for PC Gen III magazines being spawned at 0,0,0 in multiplayer

\[Improved] Localization of magazines further unified

\[Improved] Reduced capacity of Suharka to more realistic values

**Fixed**

\[Fixed] Follower on M855A1 stanag is now brown instead of a blue

\[Fixed] Hole in APS mesh

**Deleted**

## 0.5.1409

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1409

*<mark style="color:red;">Date:</mark>* Wednesday, October 11, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 144 (1265)

*<mark style="color:red;">Changes:</mark>* 16 additions, 53 improvements, 39 fixes and 3 deletions.
{% endhint %}

**Added**

\[Added] DD12.5 model & textures

\[Added] Boot and Power Down pages for DAGR

\[Added] Night vision for T14 (gunner and commander)

\[Added] Night vision for K17 (Berezok - gunner - and Epoch - gunner and commander); fixes [#373](https://github.com/RHSMODS/statusquo/issues/373)

\[Added] Added RPK-74M

\[Added] Added armor plate degradation to 6B45

\[Added] Added plate degradation to PC Gen III vest

\[Added] New modern ammo for both USMC & AFRF (WIP)

\[Added] Added information about ammo type to inventory items; fixes [#495](https://github.com/RHSMODS/statusquo/issues/495)

\[Added] Plate degradation indicator (when hovering over that plate); fixes [#496](https://github.com/RHSMODS/statusquo/issues/496)

\[Added] 5.56 STANAG 30 with Plastic puller

\[Added] 5.56 STANAG 30 WITH Rubber puller

\[Added] Added armor plates to both USMC and MSV arsenals

\[Added] Inspect Animations to RPK-74M

\[Added] WIP AKS-74U with Grenade Launcher

\[Added] "Sukharka" backpack Type 3 with MPL-50 shovel

**Improved**

\[Improved] Reduced burning time for 122 and 125 HE traccer

\[Improved] Slightly improved collimator on 1p63

\[Improved] Reduced previous placeholder capacity of plate carriers

\[Improved] Added proper preview images for 2s1

\[Improved] Added NO 2D warning sign for scopes that dont support 2d optics

\[Improved] Changed number of spalling for 3UBR6

\[Improved] Changed turret rotation speed on 2s1

\[Improved] M4A1 Barrel materials

\[Improved] DD rails textures

\[Improved] Way of adding new pages and scalability of DAGR layout

\[Improved] Available action hits for night vision will now disappear after 10 seconds (after each appearance)

\[Improved] RPK-74M now uses plastic mag instead of bakelite one by default

\[Improved] Changed 3UBR6 damage

\[Improved] Changed 3UOF8 damage

\[Improved] Better nightvision for vehicles

\[Improved] Tweaked armor plates properties

\[Improved] Changed default magazines on M4 & M27IAR

\[Improved] Added ability to change reticle color on T-14 and K-17

\[Improved] Tweaked AFRF EMR loadouts to include new magazines (WIP)

\[Improved] Added new magazines to Arsenal

\[Improved] Tweaked durability of armor plates

\[Improved] More loadouts tweaks

\[Improved] Added "Fold stock" action to AK-74M

\[Improved] Added "Fold stock" action to AKS-74UN

\[Improved] Added "Fold stock" action to AN-94

\[Improved] Added Tourniquet to the USMC arsenal

\[Improved] Added AT, AR, GL loadouts to the Combat Ops USMC vs MSV scenario

\[Improved] Added ammunition type to the magazine name for ones that use M855A1, M995, 7N13 or 7N14

\[Improved] Changed magazine preview for ones that use M855A1, M995, 7N13 or 7N14 ammunition

\[Improved] Ammo type is now visible in the UI

\[Improved] Changed orientation of the magazines in inventory UI to be in line with rest of the items

\[Improved] Changed Combat Ops MSV scenario to use EMR units by default

\[Improved] Small tweak to available inventory items

\[Improved] Another batch of minor tweaks to new magazines

\[Improved] Ability to detach and attach plates to armored vests

\[Improved] Temporary model and names for armor plates

\[Improved] Corrected rail type on NPZ weapon of variants (from long to medium RIS optic rail)

\[Improved] Added snap\_weapon transform to optic slots

\[Improved] Added NPZ variant of RPK74M

\[Improved] Increased maximum number of player for Coop Combat Ops USMC vs MSV scenario

\[Improved] Changed diversity settings in USMC vs MSV Combat Ops scenario

\[Improved] Adjusted red dot size on SU-230 with MRDS

\[Improved] Added 6B45 neck armor localization; fixes [#497](https://github.com/RHSMODS/statusquo/issues/497)

\[Improved] Srachnik can now be attached to the vests to protect players butt

\[Improved] Added proper localization for armor plates

\[Improved] Improved consistency in magazine naming for standard AK, STANAG, PKM and RPK mags

\[Improved] Adjusted weight for armor plates and plate carriers

\[Improved] 6B7 was split into helmet itself and covers for it

\[Improved] Changed "Brzht" sound to electronic "Boop" on R-187P1 Azart

\[Improved] Icon to indicate approximated armor plate state

\[Improved] Assigned new SAPI plate model

\[Improved] Adjusted item slot layout to better fit ammo type information

\[Improved] Slightly calibrated RPK74M sights on 200 & 300m range

**Fixed**

\[Fixed] Wrong PSO position on AKS-74UN

\[Fixed] Missing dovetail slot on AKS-74UN + B18

\[Fixed] Scale of Berezhok turret

\[Fixed] Reduced PC Gen III non plate protection, so it only protects from shrapnel. Protection of plates itself remained the same

\[Fixed] Fixed Mag sticking out of 2s1 turret

\[Fixed] Tucha smoke better Sync

\[Fixed] Inspect action of AN/PRC-152 that is used for changing frequency could get stuck if player would hold for too long

\[Fixed] Removed obsolete param from RHS groups which was spamming console log

\[Fixed] Fixed 6X9-1 console log error

\[Fixed] Fixed weapon resting on AK74M

\[Fixed] Fixed default RPK74 bipod state

\[Fixed] Fixed rogue US Army soldier in USMC squad

\[Fixed] Wrong "on sling" weapon position on 6b45

\[Fixed] Fixed RHS MSV Combat Ops scenario

\[Fixed] Fixed RHS USMC vs MSV Combat Ops scenario

\[Fixed] Wrong version of PC GEN III in USMC arsenal

\[Fixed] DAGR hold actions wouldn't trigger if user held for too long

\[Fixed] Old user action class on some M27IAR variants

\[Fixed] Wrong ammunition used by some USMC loadouts

\[Fixed] Plate state indicator would be visible for other items

\[Fixed] In some cases ammo type information wouldn't fit inventory item slot

\[Fixed] Wrong name and description for 'heavy' PC GEN III

\[Fixed] Fixed wrong attachment type for RPK74M

\[Fixed] Possible NPE when enabling radial for a weapon

\[Fixed] RPK-74M name in replace action items was wrong

\[Fixed] Fixed wrong ANPEQ16 laser prefab in USMC inventory items

\[Fixed] Cleaned up some log errors related to outdated properties

\[Fixed] "Srachnik" Position on character

\[Fixed] Wrong attachment type and size of PO4X24P

\[Fixed] Wrong inventory size of 1P86

\[Fixed] Wrong inventory size of Infratech 1TWS

\[Fixed] Wrong NPZ rail position on RPK-74M

\[Fixed] Changed custom loadout icon for combat ops scenario

\[Fixed] Minor veh. optics fixes

\[Fixed] Replaced RPK74 finger anims with AK74 till properly exported finger anims are done

\[Fixed] Removed armor plate integrity indicator from items that are not armor plates

\[Fixed] 6L23 Plastic mag loaded with tracers had broken localization

\[Fixed] Fixed kill officer task in MSV vs FIA version of Combat Patrol

\[Fixed] Fixed Exfill task for RHS Combat Patrol versions

**Deleted**

\[Removed] Ground fire effect for destoyed vehicles

\[Removed] Obsolete versions of 6B7

\[Removed] Obsolete versions of helmets from arsenal

## 0.5.1265

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1265

*<mark style="color:red;">Date:</mark>* Friday, September 15, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 91 (1174)

*<mark style="color:red;">Changes:</mark>* 19 additions, 38 improvements, 32 fixes and 0 deletions.
{% endhint %}

**Added**

\[Added] Added alternative green 2S1 (Clean)

\[Added] Added DAGR to Arsenal

\[Added] Added New sounds for M4A1

\[Added] Kiver RSP

\[Added] K17 driver hatch action

\[Added] Olive cover for TOR

\[Added] TOR with peltors on rail

\[Added] Faradey mod1085 boots (first ver)

\[Added] Weapon animations to M4A1

\[Added] Decal system

\[Added] Decal system to k17

\[Added] Decal system to 2s1

\[Added] Tactical labels to decal system

\[Added] Decal system to T-14

\[Added] Manual gain control for night vision devices

\[Added] Ability to switch back to automatic gain control for night vision devices

\[Added] UI contexts to better indicate possible actions for night vision devices

\[Added] Added AN/PRC-152 to the USMC arsenal

\[Added] Ural 4320 camo versions

**Improved**

\[Improved] Tweaked metalness and roughness values for 2S1

\[Improved] M27 sounds improved

\[Improved] Slightly improved TOR textures

\[Improved] T-14 & K-17 HUD

\[Improved] Added "open trunk" action to k17

\[Improved] TWS1 UI

\[Improved] Tweaked body armor game materials - NIJ4 class was using placeholder values which resulted in rather very high protection level

\[Improved] Added GPS data to k17 and t14 hud

\[Improved] AGS angles on K-17 berezhok

\[Improved] K-17 Berezhok now uses its own custom HUD

\[Improved] FLIR image

\[Improved] Inventory for T14

\[Improved] Inventory for K17

\[Improved] Added DayTime switch to TWS-1

\[Improved] Smoke launchers

\[Improved] Added moke launcher to K-17 Epoch

\[Improved] Slightly improved missle behavior on K-17

\[Improved] "Thermal" HDR for 1TWS

\[Improved] MP sync for decal system

\[Improved] Night vision sight compatibility logic refactor

\[Improved] Added NVG Gain controls for controller (RB+DUp/RB+DDown and RB+DLeft to reset); fixes [#454](https://github.com/RHSMODS/statusquo/issues/454)

\[Improved] Adjusted NV manual gain values

\[Improved] Added a piece of glass to the AN/PRC-152 that must have fallen out during shipping

\[Improved] Changed AN/PRC-152 on screen font

\[Improved] User wont be able to select AN/PRC-152 second transmitter with radial radio menu

\[Improved] Greatly improved consistency of zoom in 4x optics in both PiP and 2D; fixes [#448](https://github.com/RHSMODS/statusquo/issues/448)

\[Improved] Added proper reticle to PO4x24P

\[Improved] T-14 Burning particle

\[Improved] Burning particle for K-17

\[Improved] Burning particle for 2S1

\[Improved] T-14 Exhaust

\[Improved] 2S1 decal size is now smaller

\[Improved] Removed decals from T14 hull and added label decal to turret. Closer to how older tanks are painted.

\[Improved] T14 and K17 sights updated to use screen texture and removed vignette

\[Improved] Digital optics HUD

\[Improved] Ability to hold \[Arrow left] / \[Arrow right] button (radio keyboard) to quickly jump through frequency of AN/PRC-152

\[Improved] Changed K-17 Engine collider config

\[Improved] Added lods to 2S1

**Fixed**

\[Fixed] 2S1 tracks have transparency now

\[Fixed] Wrong camo localization for TOR EMR cover

\[Fixed] T14 tracks not replicating

\[Fixed] Trouser gloss over blood texture

\[Fixed] T14 Fire Geo

\[Fixed] Possible RPL fix for arty and tank shells

\[Fixed] Broken tracks on 2s1

\[Fixed] Missing hatch sound on t14

\[Fixed] NVG mask would be displayed on wrong layer making it cover other UI elements

\[Fixed] Recursive loop of decal system was checking wrong entity

\[Fixed] Being able to use NVg while using vehicle turrets (fe. T14 turret)

\[Fixed] Fixed EARHS; fixes [#443](https://github.com/RHSMODS/statusquo/issues/443)

\[Fixed] Radial radio menu now properly shows when second transmitter is disabled

\[Fixed] Bugged item preview of AN-PRC-152

\[Fixed] PO4x24 is now correctly named PO4x24P

\[Fixed] Fixed Vector and PDU layouts to works with new optic system

\[Fixed] Fixed T14 and K17 Epoch 2D sights

\[Fixed] Fixed K17 Berezhok 2D sights

\[Fixed] Fixed 2S1 2D sights (new reticle WIP)

\[Fixed] T-14 Firegeo

\[Fixed] Displayed frequency wouldn't update for peers on AN/PRC-152 screen

\[Fixed] Wrong optic position on m40

\[Fixed] Wrong inheritance on Tucha Smoke warhead

\[Fixed] The sound of pressing and releasing the button for radio continuous action would only be played for the user who used that action

\[Fixed] Radio and its attachments animations would stop playing if radio was no longer being held in hand

\[Fixed] Removed duplicates of pickup and equip actions on AN/PRC-152 radio

\[Fixed] Removed ability to fold not foldable AN/PRC-152 short antenna

\[Fixed] Adjusted AN/PRC-152 layout to make menu text fit

\[Fixed] Inverted antenna folding logic

\[Fixed] Tucha smoke launcher on K-17 Epoch

\[Fixed] NVG noise would persist when NVG effect was removed

\[Fixed] 2S1 Wreck model

**Deleted**


# 0.4

This document is regenerated automatically from our systems at a time of a release.

{% hint style="warning" %}
If stable RHS: Status Quo release is preceded by one or more experimental releases (not dev), then the changelog between this stable release and last stable release should be considered the combination of all the experimental changelogs in between as well as the changelog between the last experimental and stable release.
{% endhint %}

## 0.4.1174

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1174

*<mark style="color:red;">Date:</mark>* Saturday, August 12, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 13 (1161)

*<mark style="color:red;">Changes:</mark>* 6 additions, 4 improvements, 10 fixes and 2 deletions.
{% endhint %}

**Added**

\[Added] Lods for M4A1

\[Added] NPP Klass "TOR" Low cut

\[Added] NPP Klass "TOR" Meduim cut

\[Added] NPP Klass "TOR" High cut

\[Added] NPP Klass "Kondor"

\[Added] NPP Klass "Strelok"

**Improved**

\[Improved] M4A1 Animation .asi file

\[Improved] Added NPP "TOR" helmet series to arsenal

\[Improved] Added NPP "Strelok" glasses to arsenal

\[Improved] Added NPP "Kondor" glasses to arsenal

**Fixed**

\[Fixed] Fixed wrong GUID on FROG trousers blood texture

\[Fixed] PDU4 Optics

\[Fixed] Vector 21 Optics; fixes [#447](https://github.com/RHSMODS/statusquo/issues/447)

\[Fixed] T-14 Optics

\[Fixed] K-17 Optics

\[Fixed] 2S1 Optics

\[Fixed] Reworked T14 ERA component (CrashFree now\.... perhaps)

\[Fixed] Wrong weapon position on PC GEN3

\[Fixed] Fixed SP81 Animation graph errors; fixes [#446](https://github.com/RHSMODS/statusquo/issues/446)

\[Fixed] Fixed AN/SU-230 reticle scale; fixes [#442](https://github.com/RHSMODS/statusquo/issues/442)

**Deleted**

\[Removed] Obsolete files

\[Removed] Destructible optics from T-14

## 0.4.1161

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1161

*<mark style="color:red;">Date:</mark>* Wednesday, August 9, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 12 (1149)

*<mark style="color:red;">Changes:</mark>* 3 additions, 3 improvements, 6 fixes and 2 deletions.
{% endhint %}

**Added**

\[Added] Smoke launchers to K17 Berezhok

\[Added] USMC Boonie hat with peltors

\[Added] Destructible optics to t14

**Improved**

\[Improved] 2S1 Hud

\[Improved] Slightly increased R187P1 Range

\[Improved] Model and Textures of M4A1

**Fixed**

\[Fixed] Weapon deployment for RHS weapons

\[Fixed] Wrong 6b45 prefab used on EMR rifleman

\[Fixed] Missing map from EMR kits

\[Fixed] Missing advanced medicine from EMR kits

\[Fixed] Missing advanced medicine from USMC kits

\[Fixed] Wrong t14 turret era collider

**Deleted**

\[Removed] Temporary disabled EARHS component on PRC152

\[Removed] Carryhandle for M4A1 and other leftovers

## 0.4.1149

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1149

*<mark style="color:red;">Date:</mark>* Monday, August 7, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 115 (1034)

*<mark style="color:red;">Changes:</mark>* 26 additions, 53 improvements, 61 fixes and 3 deletions.
{% endhint %}

**Added**

\[Added] PO4X24

\[Added] RPK-74 with 1P87 + 1P90 Prefab

\[Added] AK-74M with 1P87 + 1P90 Prefab

\[Added] AN-94 with 1P87 + 1P90 Prefab

\[Added] FROG baclava

\[Added] Gray FROG balaclava

\[Added] Functionality to use key binds to toggle, cycle through modes and hold for temporary activation of ANPEQ16, Perst and LTSU (LTSU has only toggle) - by default set to \[\`] but can be changed via Settings => Control => RHS; fixes [#331](https://github.com/RHSMODS/statusquo/issues/331)

\[Added] More character accessories

\[Added] Added Arid FROG Shirt and Trousers

\[Added] Aksu with LTSU and B18 prefab

\[Added] PVS31 with L4G24 model & prefab in 3 variants

\[Added] Norotos shroud mount model & prefab (as attachment)

\[Added] Norotos rhino model & prefab

\[Added] Conflict scenario (RHS)

\[Added] AN/PVS-31 localization

\[Added] AN/PVS-31 added to the USMC arsenal

\[Added] Added more Conflict scenarios

\[Added] Colliders for PVS31

\[Added] T14 Elevation and Rotation miliradian indicators for Gunner and Commander

\[Added] T14 Gunner/Commander independent absolute rot and elev calculation

\[Added] Smoke dispensers to t14

\[Added] 2S1 Gvozdika

\[Added] New firing audio for M27IAR, AK74M, AKS74U \[AN-94 uses RHS AK74M sounds for now]

\[Added] M4A1 Rifle (Baked Textures Only)

\[Added] Added AN94 new firing sounds

\[Added] Added 5.45 calibre suppressed sounds \[AK74M, AKS74U]

**Improved**

\[Improved] ...and added stalinium temporary GOST gamemats to it

\[Improved] Changed configuration of 6B45 vest - pouches are now in harness slot, so weapon is no longer clipping with the pouches. Beware that similar to Susharka backpack, those pouches might hang in air if you are not wearing 6B45 vest.

\[Improved] Added functionality to 1P87 + 1P90

\[Improved] Added functionality to 1P87 + 1P138

\[Improved] Added new medicine to RU arsenal

\[Improved] Added new medicine to USMC arsenal

\[Improved] Localization

\[Improved] Added NO filter and NO resize to all reticles

\[Improved] Improve sharpness on downscaled Acog and Spectre textures

\[Improved] Kac rail cover texture

\[Improved] Aksu textures

\[Improved] Basic RHS Conflict scenario setup

\[Improved] Zenit B51 textures

\[Improved] AN/PVS-31 configuration (black version with multicam and tan version now have proper materials)

\[Improved] PVS31 Model and it's position

\[Improved] AN/PVS-31 IR illuminator

\[Improved] NVG IR illuminators will turn off when NVG is turned OFF

\[Improved] NVG IR illuminator is impossible to turn ON while NVG is oFF

\[Improved] Potential improvement that will prevent AI from spotting player because of NVG eye splash light

\[Improved] Added RHS AI groups to RHS variant of Conflict

\[Improved] Tweaked weapon appearance on weapon racks

\[Improved] Improved resolution of M40A5 ambient occlusion and fixed some bake errors

\[Improved] Refactored vests

\[Improved] Added sitting mat to arsenal

\[Improved] Merged fixed version of M4A1 CH + GBFS

\[Improved] Added magnetic heading display to t14

\[Improved] Added elevation display to t14

\[Improved] Added traverse display to t14

\[Improved] Added turret indicator to t14

\[Improved] RHS\_2DSightsComponent cleanup and refactor

\[Improved] Reduced t14 sight text refresh rate to 10fps

\[Improved] Readded counter rotation animation - skeleton need to be fixed again

\[Improved] Added some brighter interior placeholder to T14

\[Improved] T14 reticle

\[Improved] T14 Hud

\[Improved] Updated ECH helmets with new fire geo

\[Improved] Added lods for ECH helmets

\[Improved] 2A82 Ballistics

\[Improved] 2a82 HE and APSDFS Localization

\[Improved] Functionality to some vehicle sight elements fe. ammo type

\[Improved] Changed displayed ammotype for 2a42

\[Improved] K17 UI

\[Improved] VOG30 Ballistics

\[Improved] HE Frag explosion simulation for 3OF36

\[Improved] Open hatch for t14 driver

\[Improved] Functionality for T14 Pitch and Roll indicator

\[Improved] K17 and T14 HUD font

\[Improved] Vests are now using regular ClothNodeStorageComponent so you are no longer able to detach pouches from them

\[Improved] Added destructible parts to 2s1

\[Improved] Added engine, gearbox and ammo rack colliders to 2s1

\[Improved] 2S1 Related localization

\[Improved] Added 2s1 Wreck model

\[Improved] 2S1 UI

**Fixed**

\[Fixed] Fixed colliders on 6B45

\[Fixed] 1p87 + 1p90 localization

\[Fixed] 1p87 + 1p138 localization

\[Fixed] 6B7 Collider

\[Fixed] ECH Collider

\[Fixed] 6B47 Collider

\[Fixed] LShZ Collider

\[Fixed] Zenitco Perst "Klassika" V 4.0 was using green light instead of red

\[Fixed] Spelling error in key bind label

\[Fixed] Mp sync of turning NVG ON/OFF

\[Fixed] Log message spam from Perst

\[Fixed] Replace action doesnt work in MP; fixes [#326](https://github.com/RHSMODS/statusquo/issues/326)

\[Fixed] Frog balaclava localization

\[Fixed] NVG illuminator 'sticks' to player camera

\[Fixed] Potential NPE

\[Fixed] KAC rail covers not displaying correctly in inventory

\[Fixed] NVG UI mask wont work if player is bleeding; fixes ;390

\[Fixed] Disabled emissivity on M150 fiber cable

\[Fixed] Removed sights component from LTSU-1

\[Fixed] APS animations

\[Fixed] Fixed 1PN138 radial menu entry name; fixes [#392](https://github.com/RHSMODS/statusquo/issues/392)

\[Fixed] Helmet radial was not working if player had no weapon selected; fixes [#393](https://github.com/RHSMODS/statusquo/issues/393)

\[Fixed] Drag and drop can place items in incorrect slots; fixes [#327](https://github.com/RHSMODS/statusquo/issues/327)

\[Fixed] Reworked collider on 6B47

\[Fixed] Light device keybinds wouldn't work for visible light; fixes [#391](https://github.com/RHSMODS/statusquo/issues/391)

\[Fixed] Light device cycle keybind would skip one of ANPEQ-16 modes (L)

\[Fixed] Ooops, not all files were committed

\[Fixed] Wrong references of GUID of ANPVS31 .xob file

\[Fixed] Missing vest base prefab which was breaking EMR vests

\[Fixed] Wrong light entity used as NVG eye splash light

\[Fixed] IR lights would become visible before NVV effect would be applied

\[Fixed] NV Effect would be applied before UI mask would finish its animation

\[Fixed] Potential bug which would allow for enabling NV effect to another player

\[Fixed] M40A5 collider import settings

\[Fixed] Player was able to control light device which was attached to the weapon which was his back; fixes [#402](https://github.com/RHSMODS/statusquo/issues/402)

\[Fixed] NPE in OnControlledByPlayer on dedicated server

\[Fixed] Wrong xob GUID for pvs31 BLK MC and Tan version

\[Fixed] Fixed SPC-3 light vest

\[Fixed] Player was able to attach different hats (including helmets) to currently worn helmet

\[Fixed] Reticles mip mapping

\[Fixed] T14 Colliders

\[Fixed] T14 Magnetic heading calculation

\[Fixed] Changed milliradians calculation to NATO/WARSAW Pact calculation method

\[Fixed] Fixed T14 commander get in action

\[Fixed] Eye position on 1p87 new

\[Fixed] Fixed T14 driver action

\[Fixed] Fixed NPE when using K17 turret

\[Fixed] Wrong load in HE mag for T14 2A82

\[Fixed] ECH helmets were missing skinning

\[Fixed] ECH helmet had broken texture

\[Fixed] Open turret action covering switch seats action in t14

\[Fixed] ShowVehiclePositionWidgets for T14 was not set to true

\[Fixed] Commander's turret

\[Fixed] AGS was using Tucha smoke grenades

\[Fixed] Fixed bad mesh positioning and broken UVs on ECH helmets

\[Fixed] Fixed Vector/PDU azimuth not updating from initial reading unless ADSing out

\[Fixed] Controller NVG keybind improvement. should work every time. To not raise hand try holding DR before pressing RShoulder; fixes [#409](https://github.com/RHSMODS/statusquo/issues/409)

\[Fixed] NVG illuminator toggle is now DR hold for 1 second on controller.

\[Fixed] Tweaked 2s1 texture brightness

\[Fixed] Broken roll/pitch indicators on 2s1

\[Fixed] Brightened HDG, Elev, and traverse in k17 hud

**Deleted**

\[Removed] LRF actions from RHS controls tab

\[Removed] Unused xob files of NVG adapters

\[Removed] Obsolete commander ui

## 0.4.1034

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1034

*<mark style="color:red;">Date:</mark>* Friday, July 21, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 8 (1026)

*<mark style="color:red;">Changes:</mark>* 0 additions, 7 improvements, 7 fixes and 0 deletions.
{% endhint %}

**Added**

**Improved**

\[Improved] Improved LTSU preview icon in radial

\[Improved] Increase brightness in place where two IR illuminators overlap (from Dual set of NVG)

\[Improved] Refactor of synchronization of NVG state

\[Improved] Added Perst Classic into arsenal

\[Improved] Added Perst localizations

\[Improved] Finalized Perst functionality; fixes [#374](https://github.com/RHSMODS/statusquo/issues/374)

\[Improved] Bumped version to 0.4

**Fixed**

\[Fixed] Made folded sights by default for M27 IAR variant with M7 RCO and SU-230 scope

\[Fixed] Su230Mrds was missing priority

\[Fixed] Small bug in radial that would sometimes display weapon name in helmet slot

\[Fixed] NVG UI mask changing when other player attaches different type; fixes [#378](https://github.com/RHSMODS/statusquo/issues/378)

\[Fixed] Game master can control NVG illuminator after leaving control of that entity; fixes [#379](https://github.com/RHSMODS/statusquo/issues/379)

\[Fixed] Changed LTSU laser from being IR to being visible laser of orange color

\[Fixed] Radial on Xbox controller, behavior is now also press to open, no need to hold

**Deleted**


# 0.3

This document is regenerated automatically from our systems at a time of a release.

{% hint style="warning" %}
If stable RHS: Status Quo release is preceded by one or more experimental releases (not dev), then the changelog between this stable release and last stable release should be considered the combination of all the experimental changelogs in between as well as the changelog between the last experimental and stable release.
{% endhint %}

## 0.3.1026

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 1026

*<mark style="color:red;">Date:</mark>* Thursday, July 20, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 75 (951)

*<mark style="color:red;">Changes:</mark>* 15 additions, 35 improvements, 45 fixes and 4 deletions.
{% endhint %}

**Added**

\[Added] Deflated jacket for vkpo

\[Added] Deflated jacket with 6b51

\[Added] Toggle illuminator action to 1PN138

\[Added] Camo version of AK74M

\[Added] Camo version of AN-94

\[Added] Camo version of 6L23 Plastic mag

\[Added] Eject action for T14

\[Added] RPM Based AI perceivability to T14

\[Added] Configuration for T14 inventory

\[Added] Zenitco Perst "Klassika" V4

\[Added] NVG built in illuminator functionality for PVS14 and 1PN138

\[Added] Added working key bind for turning ON/OFF NVG IR illuminator - default hold \[N] but can be changed in Settings->Controls->RHS->NVG built in illuminator; fixes [#362](https://github.com/RHSMODS/statusquo/issues/362)

\[Added] Checkbox to set if sights should be folded by default; fixes [#323](https://github.com/RHSMODS/statusquo/issues/323)

\[Added] Functionality of IR laser for LTSU; fixes [#309](https://github.com/RHSMODS/statusquo/issues/309)

\[Added] Localization of LTSU name and description

**Improved**

\[Improved] 1PN93 hdr

\[Improved] Changed slot type from vest to armored vest on 6b45 and pc gen3

\[Improved] Added actual armor to pcgen3 and 6b45

\[Improved] Converted collimators to new tech

\[Improved] Tweaked action contexts on M27 + its accessories

\[Improved] Adjusted 1P78 and TA31RCO FOV in 2D mode

\[Improved] Added sights priority to TA31RCO

\[Improved] Tweaked default brightness of collimators

\[Improved] MS2000 localization strings

\[Improved] Added NVG key bind to the controls menu - located in Equipment category

\[Improved] Tweaked red dot size on T1

\[Improved] Some rough setup of 1p87 zeroing

\[Improved] Created separate category in control menu to contain all RHS key binds

\[Improved] VIP emissive material improvements

\[Improved] VIP Strobe now has ability to emit short IR pulses; fixes [#328](https://github.com/RHSMODS/statusquo/issues/328)

\[Improved] Better handling when light device is placed in container

\[Improved] Changed 'toggle \<nvg\_name>' action name to reflect that its turning ON/OFF its ir illuminator

\[Improved] Added SightsPriority parameter to Bravo4 & M8541

\[Improved] Tweaked Su-230 optic configuration and tweaked more or less 2D view (WIP)

\[Improved] Added proper mine collider for k17; Closes [#333](https://github.com/RHSMODS/statusquo/issues/333)

\[Improved] Changed PVS14 WP HDR to look more like irl

\[Improved] Changed PVS14 GP HDR to compensate for 0.99 HDR changes

\[Improved] Reduced PVS14 film grain effect

\[Improved] Reduced NVG IR illuminator strength

\[Improved] 6B47 textures

\[Improved] NV HDR; Fixes [#363](https://github.com/RHSMODS/statusquo/issues/363)

\[Improved] 2A42 now uses 3UBR6 ammo

\[Improved] RHS\_LightDevice item transfer handling

\[Improved] Pseudo flir for 1TWS

\[Improved] Radial entry now has text over preview instead of other way around

\[Improved] T14 muzzle and smoke particles

\[Improved] NVG UI mask wont play 'Turn ON' animation when going back to controlling character from Game Master mode (and few other instances)

\[Improved] Added more items and medicine to k17 trunk

\[Improved] M27 with scopes will have iron sights folded by default

\[Improved] RPG7 with 1PN93 sight will have its iron sights folded by default

**Fixed**

\[Fixed] Plastic 45 rounders were missing from arsenal

\[Fixed] Disabled dozens of scripts and did some hectic updates to some of them (look IKS\_DE ifdef)

\[Fixed] Fixed name of component in RHS\_Character\_Base.et - USMC characters can now be loaded in game (EMR is still broken)

\[Fixed] Hotfixed 6X9 - prefab is not being shown correctly but at least you can place character in game

\[Fixed] Finished fix of 6X9 bayonet

\[Fixed] Part 1 of vehicle fixes

\[Fixed] Vest\_Ratnik\_6B45.et was using wrong slot

\[Fixed] Fixed showcase scenario spawn

\[Fixed] Light devices would continue to emit light/s when put inside containers like backpack; fixes [#332](https://github.com/RHSMODS/statusquo/issues/332)

\[Fixed] Wrong model referenced in MS2000 pap file

\[Fixed] Wrong back Velcro offset in ECH\_Base prefab

\[Fixed] NVG eye splash lights; fixes [#330](https://github.com/RHSMODS/statusquo/issues/330)

\[Fixed] MS2000 visible in FPP when attached to the helmet

\[Fixed] NPE when screen effects manager was missing

\[Fixed] NVG mask opacity issue

\[Fixed] Fixed T1 aimpoint collimator dot

\[Fixed] BRAVO4 pip camera position

\[Fixed] Missing default key binds in Settings -> Controls -> RHS

\[Fixed] Wrong camera position on SU230; fixes [#353](https://github.com/RHSMODS/statusquo/issues/353)

\[Fixed] Missing light prefab

\[Fixed] ANPEQ16 wouldn't be ON when spawned if the prefab had option to turn ON when spawned and selected visible light; fixes [#358](https://github.com/RHSMODS/statusquo/issues/358)

\[Fixed] T14 Suspension; Fixed issue [#342](https://github.com/RHSMODS/statusquo/issues/342)

\[Fixed] T14 and K17 Sights; Fixed issue [#346](https://github.com/RHSMODS/statusquo/issues/346), [#290](https://github.com/RHSMODS/statusquo/issues/290)

\[Fixed] Ammo for AGS; Fixed issue [#213](https://github.com/RHSMODS/statusquo/issues/213)

\[Fixed] 1p87 w/ Magnifiers & NVG excessive reticle sway during movement

\[Fixed] Broken UI on k17 and t14

\[Fixed] T14 Driver HUD ; Fixed issue [#365](https://github.com/RHSMODS/statusquo/issues/365)

\[Fixed] NVG eye splash effect would be always visible for proxy

\[Fixed] Proxy would sometimes be able to see IR lights without NV due to latency to the host

\[Fixed] Issue where where PEQ IR lights would remain enabled after changing mode

\[Fixed] Resurrecting radial menu; fixes [#334](https://github.com/RHSMODS/statusquo/issues/334)

\[Fixed] Not working NVG key bind

\[Fixed] Too powerful NVG 'eye light'

\[Fixed] Fixed Vector and PDU reticles

\[Fixed] Bravo4 color reticle misalignment

\[Fixed] Fixed keybinding issues in NVGs and LRFs; fixes [#351](https://github.com/RHSMODS/statusquo/issues/351)

\[Fixed] Revive PDU and Vector21 functionality; fixes [#350](https://github.com/RHSMODS/statusquo/issues/350)

\[Fixed] 1TWS reticle misalignment

\[Fixed] Fixed all ActionContext related error log spam from T14, K17 and M1151; fixes [#360](https://github.com/RHSMODS/statusquo/issues/360)

\[Fixed] Fixed typo in 6B7-1M localization; fixes [#357](https://github.com/RHSMODS/statusquo/issues/357)

\[Fixed] T14 returned to GM

\[Fixed] PEQ IR Laser would remain ON for player which had NVG ON when he died; fixes [#372](https://github.com/RHSMODS/statusquo/issues/372)

\[Fixed] Cant turn off NVG that was picked up from dead body; fixes [#371](https://github.com/RHSMODS/statusquo/issues/371)

\[Fixed] NVG UI mask wouldn't show after switching to entity that didn't have NVG

\[Fixed] Bug that would prevent LightDevice from being brought back from suspension when taken out of storage container (fe. backpack)

**Deleted**

\[Removed] Unused and test 6b45 prefabs

\[Removed] Unused ak material

\[Removed] Old vehicle components from T14

\[Removed] T14 From zeus due critical errors causing gamecrash

## 0.3.951

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 951

*<mark style="color:red;">Date:</mark>* Wednesday, June 28, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 27 (924)

*<mark style="color:red;">Changes:</mark>* 13 additions, 10 improvements, 26 fixes and 1 deletions.
{% endhint %}

**Added**

\[Added] RPK74N with rail

\[Added] 6L26 45 round mag

\[Added] PBS 4

\[Added] Zenit b18 rail

\[Added] AKSU versions with PBS4 and Zenit b18 rail

\[Added] AN-94 with valday rail

\[Added] Infratech 1tws with T1 mounted on side

\[Added] Added White Phosphor variant of PVS14 NVG (in single and dual variant)

\[Added] WP NVG variants can be found in USMC arsenal and can be distinguished from GP by their names and the fact that their inventory item preview is mirrored

\[Added] Added WP NVG variants to RHS Showcase scenario

\[Added] Zenitco B51 rail

\[Added] PKM With B51 rail

\[Added] Name and description for RHS 20 patch

**Improved**

\[Improved] New temp interior for k17

\[Improved] Localization for 1pn138

\[Improved] Modified attach action script to show name of object that item will be attached to

\[Improved] Adjusted M27 and ANPEQ16 interaction radius to prevent ANPEQ16 from obstructing flip action of M27 front iron sight

\[Improved] Added new and changed few existing NVG related strings

\[Improved] Adjusted film grain effect to have scintillation effect

\[Improved] Ability to attach and detach masks (fe. balaclava), headsets and other components from helmets

\[Improved] Attach and replace cloth attachment actions now display manipulated subjects names

\[Improved] Ru localization for actions

\[Improved] Shorter item names for actions that attach and replace cloth items

**Fixed**

\[Fixed] KAC rail covers were missing from arsenal

\[Fixed] T14 turret storage colliders

\[Fixed] 6X9 colliders

\[Fixed] Minor 1pn138 fixes

\[Fixed] Missing NVG animations

\[Fixed] Being able to see IR lights after removing NVG from the helmet

\[Fixed] NV UI mask would persist after removing NVG from the helmet

\[Fixed] Missing flip up/down animation for 1pn138 NVG

\[Fixed] Visible attach action when inspecting weapon while NVG are attached to the helmet

\[Fixed] Possible nvg scope HDR fix

\[Fixed] Not being able to attach clothing components that are already attached to other objects (fe. NVG that were attached to a helmet would not attach to users helmet when he would use theirs 'attach' action)

\[Fixed] MS2000 animation wouldn't play when attached to the helmet

\[Fixed] MS2000 animation would play only after user would remove IR cover for the second time

\[Fixed] Missing NVG lights

\[Fixed] Patch position on VKPO

\[Fixed] Various headgear attachemnts inventory size

\[Fixed] Rhs20™ patch size

\[Fixed] Balaclava item position

\[Fixed] Lshz normals

\[Fixed] Lowered 6x9-1 metalness

\[Fixed] VIP Strobe visible in FPP

\[Fixed] If user that had NVG ON when he enterd arma vision or zeus mode then he would retain ability to see IR lights without NV

\[Fixed] Headsets and masks could be placed in incorrect slots helmet

\[Fixed] VIP strobe position on black lshz

\[Fixed] LSHZ localization

\[Fixed] Visibility of attach and replace actions which shouldn't be there

**Deleted**

\[Removed] Old NVG prefabs

## 0.3.924

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 924

*<mark style="color:red;">Date:</mark>* Sunday, June 18, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 14 (910)

*<mark style="color:red;">Changes:</mark>* 0 additions, 9 improvements, 11 fixes and 1 deletions.
{% endhint %}

**Added**

**Improved**

\[Improved] 1PN138 localization

\[Improved] KAC rail covers localization

\[Improved] Filmgrain filter

\[Improved] AN/PRC - 152 BEEP option is no OFF by default

\[Improved] Added missing and improved existing NV ui masks

\[Improved] Refactored NV ui mask effect

\[Improved] Improved NVG hdrs

\[Improved] NV UI mask animation

\[Improved] NV distortion and vignette adjustments

**Fixed**

\[Fixed] VIP pack position

\[Fixed] Colored tint on image portion of NV ui mask

\[Fixed] Missing ui masks properties from NVG prefabs

\[Fixed] Ability to turn on NVG when using scopes that shouldn't allow for it

\[Fixed] Scabbard was visible in vicinity; Fixes [#311](https://github.com/RHSMODS/statusquo/issues/311)

\[Fixed] Fixed SPC-III vest magazines visibility & USMC loadouts

\[Fixed] T14 skirt anim

\[Fixed] Fixed USMC rifleman was using wrong pouch for storage of magazines

\[Fixed] Fixed wrong GUID in some of the USMC character loadouts which caused disconnects on dedicated server

\[Fixed] Fixed USMC sniper wrong GUID reference

\[Fixed] Map was missing from RF MSV EMR kits

**Deleted**

\[Removed] RPG warhead and penetrator override

## 0.3.910

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 910

*<mark style="color:red;">Date:</mark>* Wednesday, June 14, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 106 (804)

*<mark style="color:red;">Changes:</mark>* 34 additions, 52 improvements, 36 fixes and 1 deletions.
{% endhint %}

**Added**

\[Added] Added PC\_Gen\_III open top pouches

\[Added] Created PC\_Gen\_III Rifleman variant

\[Added] Added PC\_Gen\_III Rifleman to USMC Arsenal

\[Added] KAC\_FLASHHIDER (TEX WIP)

\[Added] NT4\_QDSS (TEX WIP)

\[Added] Added FILBE Hydration Pouch

\[Added] Added FILBE Hydration Pouch to USMC Arsenal

\[Added] NT4 Lods and colliders

\[Added] Added PC\_Gen\_III\_light (side plate pouches removed)

\[Added] Rotated bands version of PMAG Pouch

\[Added] Added Enhanced Modular Admin Pouch

\[Added] Added Admin Pouch to PC Gen III Rifleman & Light variants

\[Added] Added WIP M27 IAR Textures

\[Added] M8541 Reticle Illumination

\[Added] New M27 reload animation

\[Added] Black balaclava

\[Added] RHS 20 patch to various gear

\[Added] AN PRC 152A Radio

\[Added] Vkpo summer field jacket

\[Added] RHS20 Patch to summer VKPO

\[Added] AN/PRC-152A To arsenal

\[Added] Summer vkpo jacket and underpants to arsenal

\[Added] Added NVG mounting system (mount while wearing compatible helmet and remove with Radial)

\[Added] Added AN/PVS-14 mono

\[Added] Added helmet back velcro area type for mounting attachments

\[Added] Added RHS\_ItemActionGlobal class to be used for actions that propagate in MP

\[Added] Dual PVS14 Variant

\[Added] Ability to attach MS2000 to the helmet

\[Added] New item model for summer field vkpo

\[Added] More weapon presets (railed ak with 1p87, m27 with su230)

\[Added] Kac rail covers

\[Added] Point shooting feature to anpeq16

\[Added] 6X9-1 bayonet for ratnik gear

\[Added] 1PN138 Nvg

**Improved**

\[Improved] Tweaked ironsights behavior on M27IAR

\[Improved] Tweaked collimator behavior on SU230 (still glitchy)

\[Improved] Increased NVG eye adaptation after disabling NVG

\[Improved] Moved gamepad controls for radial menu to RB+LB+DUp to testing

\[Improved] Added Depth of Field effect to PiP sights like TA31, SU-230, 1P86 and Bravo 4 to simulate blurry front sight

\[Improved] Radial menu can ow be used to interact with weapon actions

\[Improved] M27 IAR iron sight folding can be done via radial

\[Improved] RPG-7 iron sight folding can be done via radial

\[Improved] Slightly updated USMC faction with some placeholder assets

\[Improved] Adjusted USMC loadouts (readded magazines after changing vests)

\[Improved] Improved Open Top pouch textures

\[Improved] Improved FILBE hydration pack textures

\[Improved] NT4 Textures 2K set

\[Improved] NT4 Textures

\[Improved] Tweaked ANPEQ actions visibility (not available when on ground)

\[Improved] Updated Combat Ops scenario

\[Improved] Added AK74UN with laser to Arsenal

\[Improved] NT4 Model & Textures

\[Improved] USMC is now friendly to US and AFRF is now friendly to USSR

\[Improved] Tweaked SPC vest configuration (stilly buggy) - any kind of magazine can be now visible on the vest

\[Improved] Regenerated Eden pictures

\[Improved] Tweaks to USMC loadouts

\[Improved] T1 Localization

\[Improved] Summer pants textures

\[Improved] Added name/description for sum vkpo. jacket prefab placed on test map

\[Improved] Small mesh geometry fixes and rig

\[Improved] Final textures for valdai rail

\[Improved] Supporting helmets can mount NVGs

\[Improved] Radial now supports helmet attachment actions

\[Improved] NVG storage detection

\[Improved] Added some missing localizations

\[Improved] VIP Strobe and battery pack now attachable to helmets with back velcro

\[Improved] Helmet mounting system now supports more area types than just NVG

\[Improved] Refactored helmet mounting actions

\[Improved] Sight flipping actions should work over MP now

\[Improved] UI for cloth storage system to allow for manipulation of slotted items (like NVG, earpro, patches etc) through the inventory screen

\[Improved] Added PVS to arsenal

\[Improved] Added RU helmet battery pack and strobe to arsenal

\[Improved] Enabled MS2000 action to be visible in radial menu

\[Improved] Assigned correct mask to dual NVG

\[Improved] Added MS2000 to inventory; fixes [#291](https://github.com/RHSMODS/statusquo/issues/291)

\[Improved] Corrected emr-pattern for VKPO stuff - scale, color

\[Improved] Clothing position on inventory preview icons

\[Improved] Changed gear in RU presets

\[Improved] 2a42 and 2a82 Sound

\[Improved] Removed Penetration Density override from M929

\[Improved] T14 armor rework

\[Improved] Vkpo field jacket add lods

\[Improved] 6x9-1 textures (resize for 1k)

\[Improved] Bayonet position on ak74m

\[Improved] 1p90 and 1pn138 localization

\[Improved] Added hierarchy to 6L23 magazine

**Fixed**

\[Fixed] Fixed collimator grass flattening

\[Fixed] CVCs were missing from USMC arsenal catalogue

\[Fixed] Fixed wrong compression, ratio and naming of 30mm decal

\[Fixed] Added low res navmesh - fixes [#248](https://github.com/RHSMODS/statusquo/issues/248)

\[Fixed] T14 turret was not disappearing after destruction

\[Fixed] Fixed PC\_Gen\_III\_Light name and description

\[Fixed] Fixed PC\_Gen\_III\_Rifleman name and description

\[Fixed] Added Missing stuff to arsenal

\[Fixed] Russian nvg scopes were missing from arsenal

\[Fixed] M8541 Reticle

\[Fixed] Fixed SU230 PIP near plane being too far and clipping the AN/PEQ16

\[Fixed] M27 Localization

\[Fixed] Casing ejection on m27

\[Fixed] NT4 Was missing hierarchy component

\[Fixed] Duplicated guid on pcgen3

\[Fixed] Ru localization of anprc152 an 152A

\[Fixed] Fixed some radial menu problems

\[Fixed] Various T14 and K17 inventory fixes

\[Fixed] Inventory size of PVS14

\[Fixed] Inventory size of LShZ\_attachment

\[Fixed] ECH now uses fabric\_military\_plastic.gamemat for surface properties

\[Fixed] NVG HDR fix

\[Fixed] ANPEQ16 actions MP synchronization

\[Fixed] Fixed Open top pouch collider

\[Fixed] Picatinny Rail for AK is no longer detachable; fixes [#287](https://github.com/RHSMODS/statusquo/issues/287)

\[Fixed] FILBE hydration pack localizations; fixes [#295](https://github.com/RHSMODS/statusquo/issues/295)

\[Fixed] AN/PEQ-16 AH mode was missing from radial menu; fixes [#296](https://github.com/RHSMODS/statusquo/issues/296)

\[Fixed] Missing radio from RU presets

\[Fixed] Various item size volume and inventory type fixes

\[Fixed] 30mm rounds tracer error

\[Fixed] Potential fix for R187P1 issues in MP

\[Fixed] Fixed some US character in USMC groups

\[Fixed] Missing missle prefab

\[Fixed] Link to missing prefab in 6x9

\[Fixed] Adjusted NVG mask to prevent it from covering other ui elements

\[Fixed] NPE when player dies with ANPRC152 in his inventory

**Deleted**

\[Removed] Buggy Bravo 4 from test world

## 0.3.804

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 804

*<mark style="color:red;">Date:</mark>* Monday, May 15, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 17 (787)

*<mark style="color:red;">Changes:</mark>* 2 additions, 5 improvements, 11 fixes and 0 deletions.
{% endhint %}

**Added**

\[Added] New 1p87

\[Added] Dry AK reload to AKS-74U

**Improved**

\[Improved] Improved PC\_Gen\_III prefab storage

\[Improved] T1 localization

\[Improved] T1 reticle

\[Improved] Positioning of ACOG and SU-230 on rails; fixes [#279](https://github.com/RHSMODS/statusquo/issues/279)

\[Improved] ECH textures

**Fixed**

\[Fixed] Fixed PC\_Gen\_III name and description

\[Fixed] T1 was missing from arsenal

\[Fixed] Fixed console log error about missing camo truck from MSV faction

\[Fixed] Fixed T14 commander remap error

\[Fixed] T14 turret no longer disappears after hitting a mine

\[Fixed] T14 was resistant to mines; fixes [#277](https://github.com/RHSMODS/statusquo/issues/277)

\[Fixed] AKS74U Bullet Shell Origin

\[Fixed] AKS74U Handguard typo

\[Fixed] Lights on ik76 running

\[Fixed] Possible fix to azart radio

\[Fixed] Wrong attachments config

**Deleted**

## 0.3.787

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 787

*<mark style="color:red;">Date:</mark>* Thursday, May 11, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 90 (697)

*<mark style="color:red;">Changes:</mark>* 19 additions, 26 improvements, 68 fixes and 4 deletions.
{% endhint %}

**Added**

\[Added] Radial menu for AN/PEQ-16 and 1P63 (early trials)

\[Added] AKS74U with LTSU Attachment

\[Added] Deep shadow under vehicle for k17 and t14

\[Added] Vkpo 1 layer undershorts

\[Added] MSV arsenal

\[Added] USMC arsenal

\[Added] SVD with 1pn93 prefab

\[Added] PKM with 1pn93 prefab

\[Added] MSV vS USMC LoadoutManager

\[Added] IT-1TWS-315A (temporary NV)

\[Added] AK-74M With picatini rail (needs configuring)

\[Added] Added ECH helmet

\[Added] AK-74M Dry Reload Animation

\[Added] Aimpoint T1 (high mount and low mount)

\[Added] Added PC\_Gen\_III model & placeholder textures and ground model

\[Added] T14 Camo Barrel

\[Added] T14 Commander hatch open action

\[Added] PC GEN 3 to arsenal

\[Added] ALL ECH helmets to arsenal

**Improved**

\[Improved] Some back functionality for radial menu implemented

\[Improved] Adjusted character prefabs to 0.9.8 update

\[Improved] !!! CHANGED ATTACHEMNT TYPE FROM RHS RIS TO VANILLA RIS1913 !!!

\[Improved] Summer vkpo pants rig

\[Improved] EARHS backlight handling

\[Improved] Change PEQ-16 preview image to be from top

\[Improved] Reorganized loadouts of RF EMR prefabs

\[Improved] AKS74U Hand Animations

\[Improved] Complete factions and arsenals refactor; fixes [#236](https://github.com/RHSMODS/statusquo/issues/236); fixes [#234](https://github.com/RHSMODS/statusquo/issues/234)

\[Improved] Spotlight angle adjustment action changed to be adjustable with scroll wheel like BTR hatches

\[Improved] Handling of equipping used NV set

\[Improved] Handling of NV ADS to prevent NVG being visible in FPP

\[Improved] Infratech model

\[Improved] AKS74U w/LTSU Animations

\[Improved] Optic position on an94

\[Improved] Optic position on npz dovetail rail

\[Improved] T1 textures

\[Improved] AO on k17 and t14

\[Improved] Improved PC\_Gen\_III model

\[Improved] Improved PC\_Gen\_III textures

\[Improved] AGS firing range

\[Improved] ECH localization

\[Improved] MeshObject of all helmets moved to \_item model

\[Improved] Improved PC\_Gen\_III ground model

\[Improved] Added collider and LODs to 6B47 ground model

\[Improved] Moved BaseWeaponManagerComponent to RHS\_Character\_Base.et to safeguard for future

**Fixed**

\[Fixed] 1pn93 grain effect

\[Fixed] Fixed radial not opening on first go

\[Fixed] L5 Skirt on t14 was not moving

\[Fixed] Missing hierarchy component on t14 armor and pieces

\[Fixed] Missing hierarchy on collimator base

\[Fixed] Missing hierarchy on vz52 magazine

\[Fixed] Fixed nonexistent ref in inputs context

\[Fixed] Missing hierarchy component on many stuff

\[Fixed] Missing SignalManagerComponent on many stuff

\[Fixed] PGS64 name

\[Fixed] T14 Lights

\[Fixed] AN-94 railed now uses AttachmentRIS1913Short slot

\[Fixed] Vkpo undershirt collar that conflict into the neck on some vanilla heads, and lowered shine on mat

\[Fixed] 1P86 eye point

\[Fixed] K17 Lights

\[Fixed] Fixed an94 and m27 wrong attachment type used for optics

\[Fixed] Fixed and improved time changer in the showcase world; fixes [#221](https://github.com/RHSMODS/statusquo/issues/221)

\[Fixed] EARHS for 0.9.8; fixes [#227](https://github.com/RHSMODS/statusquo/issues/227)

\[Fixed] Missing Hierarchy components in battery and antenna prefabs of ANPRC152

\[Fixed] IR illuminator were not visible in NV sights; fixes [#222](https://github.com/RHSMODS/statusquo/issues/222)

\[Fixed] NVG for 0.9.8; fixes [#224](https://github.com/RHSMODS/statusquo/issues/224)

\[Fixed] Fixed AN/PEQ-16 and 2A42 0.9.8 sound errors; closes [#253](https://github.com/RHSMODS/statusquo/issues/253) [#250](https://github.com/RHSMODS/statusquo/issues/250)

\[Fixed] AK-74M Animations and reload sounds

\[Fixed] Goggles were visible when ADS while in TPP after repossessing entity; fixed [#217](https://github.com/RHSMODS/statusquo/issues/217)

\[Fixed] HDR\_Regular had reference to no longer existing class

\[Fixed] NV would remain ON when player would stop possessing entity by holding Y

\[Fixed] AKS-74U Animations and reload sounds

\[Fixed] AN-94 Reload Sounds

\[Fixed] M27 Animations and reload sounds

\[Fixed] Vz52 Magazine (incorrect magazine well)

\[Fixed] AN-94 Inspection Animations

\[Fixed] Fixed error spam on 6B7, R187, optics, melee components and mags

\[Fixed] Fixed reload anim playing during ranging with Vector or PDU; fixes [#225](https://github.com/RHSMODS/statusquo/issues/225)

\[Fixed] Fixed rangfinder second point indicator not clearing

\[Fixed] Removed 0.9.8 error spam from MS2000, 1PN93 and 1P78

\[Fixed] Fixed error spam due to missing CharacterWeaponComponent, now primary weapon selected at start; fixes [#235](https://github.com/RHSMODS/statusquo/issues/235)

\[Fixed] Pgs64 localization; fixes [#244](https://github.com/RHSMODS/statusquo/issues/244)

\[Fixed] Rifleman localization; fixes [#243](https://github.com/RHSMODS/statusquo/issues/243)

\[Fixed] RF MSV EMR loadouts; fixes [#242](https://github.com/RHSMODS/statusquo/issues/242)

\[Fixed] Possible fix to 2a42 missing tracer model; fixes [#262](https://github.com/RHSMODS/statusquo/issues/262)

\[Fixed] Sukharka RU localization; fixes [#260](https://github.com/RHSMODS/statusquo/issues/260)

\[Fixed] Removed unused params from ANPRC152 prefab; fixed 265

\[Fixed] Updated radio OnCapture and OnReceive methods to comply with their respective 0.9.8 ScriptInvokers

\[Fixed] Incorrectly added IR HP laser for ANPEQ16 prefab

\[Fixed] No attachment slots were shown in inspection menu; fixes [#259](https://github.com/RHSMODS/statusquo/issues/259)

\[Fixed] Reticle on t14 and k17 optics

\[Fixed] Fixed RHS showcase mission by removing Editor Faction Manager from the world

\[Fixed] Fixed position of fire mode switch action in weapon inspection mode on AK74M

\[Fixed] Reverse lights on k17

\[Fixed] Localization on aksu ltsu

\[Fixed] Broken HDR by NV effect

\[Fixed] Magnifier position on 1p87

\[Fixed] For ECH menu positioning

\[Fixed] NPZ Rail Attachment

\[Fixed] Infratech reticle issue

\[Fixed] Vignette on 1tws

\[Fixed] Collider on npz rail

\[Fixed] Optic position on m27

\[Fixed] T14 horn sound; fixes [#251](https://github.com/RHSMODS/statusquo/issues/251)

\[Fixed] Fix APS sound errors; fixes [#249](https://github.com/RHSMODS/statusquo/issues/249)

\[Fixed] Fix 2a82 sound errors; fixes [#252](https://github.com/RHSMODS/statusquo/issues/252)

\[Fixed] Fix 2a42 sound errors

\[Fixed] Fixed more sound error spam; fixes [#257](https://github.com/RHSMODS/statusquo/issues/257)

\[Fixed] K17 recoil

\[Fixed] K17 Commander Sight

\[Fixed] K17 errors; fixes [#229](https://github.com/RHSMODS/statusquo/issues/229), [#233](https://github.com/RHSMODS/statusquo/issues/233)

\[Fixed] VKPO undershirt item geometry error

\[Fixed] ANPRC 152 sound amplitude error due to renamed config

**Deleted**

\[Removed] -----------0.98----------

\[Removed] Camo ural prefab, since its vanilla now

\[Removed] Obsolete stuff from testmap

\[Removed] Old PC\_Gen\_III ground model textures


# 0.2

This document is regenerated automatically from our systems at a time of a release.

{% hint style="warning" %}
If stable RHS: Status Quo release is preceded by one or more experimental releases (not dev), then the changelog between this stable release and last stable release should be considered the combination of all the experimental changelogs in between as well as the changelog between the last experimental and stable release.
{% endhint %}

## 0.2.697

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 697

*<mark style="color:red;">Date:</mark>* Friday, April 28, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 41 (656)

*<mark style="color:red;">Changes:</mark>* 15 additions, 22 improvements, 20 fixes and 3 deletions.
{% endhint %}

**Added**

\[Added] MS2000 visible and IR functionality

\[Added] MS2000 animations

\[Added] ANPEQ16 High power modes

\[Added] Attribute that allow scopes to see IR light

\[Added] Dual PVS14 adapter with bones and full lods and textures & colliders

\[Added] Subsonic 5.45 ammo to arsenal

\[Added] VKPO summer field pants and undershirt (layer 1)

\[Added] NVG Blemishes system

\[Added] Summer VKPO pants and underwear to arsenal

\[Added] Balaclava to arsenal

\[Added] Loadouts to LoadoutManager\_Editor.et

\[Added] AKS-74U

\[Added] AKS-74UN to arsenal

\[Added] Crewman kit

\[Added] Kits with AN-94

**Improved**

\[Improved] Strobe effect when switching NV

\[Improved] MS2K Collider

\[Improved] VKPO demiseason jacket - textures, add lods, fix rig

\[Improved] VKPO demiseason pants - textures

\[Improved] Faradey boots size adjusted

\[Improved] Binos Layout + fixes for positioning entities

\[Improved] Vkpo boots - add lods

\[Improved] Vkpo cap - were fixed proportions for all vanilla heads, add lods, upd textures

\[Improved] Names for new things

\[Improved] Dual NVG general prefab improvements

\[Improved] 1pn93 filmgrain effect

\[Improved] Added LODs to Peltor Item model

\[Improved] Vkpo inv preview

\[Improved] K17 textures

\[Improved] Vkpo textures

\[Improved] Vkpo textures 2

\[Improved] EMR texture on VKPO

\[Improved] Vkpo 6b51 textures 3

\[Improved] Added AKS74UN base prefab

\[Improved] Textures for vkpo items

\[Improved] Localization for equipment kits

\[Improved] Localization for AKS-74UN

**Fixed**

\[Fixed] IR lights were not visible to NV rifle scopes

\[Fixed] Some IR lights would not be visible for authority

\[Fixed] Desaturation of HDR material of rifle scopes

\[Fixed] MS2000 Collider

\[Fixed] Various NVG stuff collider fixes

\[Fixed] Skinning on MS2K

\[Fixed] NPE when IR device was deleted from the map

\[Fixed] NPE when light device was deleted when strobe effect was active

\[Fixed] Issue when having NVG would prevent IR capable scopes from seeing IR light

\[Fixed] K17 Wheel lods

\[Fixed] HDR application when swapping NVG to a set that is turned on

\[Fixed] Body invisibility after wearing vkpo

\[Fixed] 6B45 Item Renderer

\[Fixed] Weird shadow on K17 Wheels

\[Fixed] A2 Flashhider now has temp black material

\[Fixed] Normal map on 6b51 elbows

\[Fixed] Optic position on AK-74N

\[Fixed] Optic position on AKS-74UN

\[Fixed] Fixed PGS64 not being reattach function

\[Fixed] Fixed AKS74U inheritance

**Deleted**

\[Removed] Old version of 1pn138

\[Removed] Unused components from Puncox, Wilcox, L4G24, PVS14

\[Removed] Obsolete vkpo materials

## 0.2.656

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 656

*<mark style="color:red;">Date:</mark>* Friday, April 14, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 8 (648)

*<mark style="color:red;">Changes:</mark>* 3 additions, 3 improvements, 4 fixes and 0 deletions.
{% endhint %}

**Added**

\[Added] Commander turret to K17 Epoch

\[Added] Missiles to K17 Epoch

\[Added] NV Layout system for limiting wearer view with additional images of dual and quad layout masks

**Improved**

\[Improved] Removed obsolete attachment classes

\[Improved] NVG IR lights support

\[Improved] Proper IR lights that are only visible in night vision

**Fixed**

\[Fixed] Fixed wrong editor preview link in T14 base

\[Fixed] NV flickering when using higher power scopes

\[Fixed] MS2000 Bones for animation.

\[Fixed] T-14 Turret lod 2 and 3 were missing skinning

**Deleted**

## 0.2.648

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 648

*<mark style="color:red;">Date:</mark>* Sunday, April 9, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 151 (497)

*<mark style="color:red;">Changes:</mark>* 53 additions, 59 improvements, 32 fixes and 7 deletions.
{% endhint %}

**Added**

\[Added] Wilcox PVS14 Adapter

\[Added] M27 Flip Sight Script

\[Added] A2 Flash hider Attachment

\[Added] Added MP synchronization of NVG state

\[Added] Added automatic hiding of NVG model in FPV + Added NVG post processing effect

\[Added] Added olive Peltors

\[Added] Added White Phosphor variant of NVG

\[Added] Added small light source when NVG is ON

\[Added] T14

\[Added] 3bM69 APFSDS-T for T14

\[Added] Warhead\_Shell\_HE\_125

\[Added] Ammo\_Spall\_HE\_125.et

\[Added] Added boonie hat to the RHS crate

\[Added] Skirt proc anim for t-14

\[Added] 125mm HE hit effect

\[Added] 2a82 Shot effects

\[Added] 2a82 Shot Sound

\[Added] 3 Variations of shrapnel prefabs for 125mm HE

\[Added] Armata version with only HE shells (temporary until we got ability to reload shells that we want for testing, doesnt include in arsenal.conf)

\[Added] Added LODs to USMC\_Boonie\_Hat\_Ground

\[Added] Placeholder optics for t14

\[Added] CombatOps Arland MSV Flora vs USA

\[Added] New way to change turret ammo with swap weapon button

\[Added] AN/PEQ-16B

\[Added] A lot of sounds samples for future

\[Added] Tank icon for zeus menu

\[Added] T14 Version with destructible ERA armor

\[Added] Era destruction on t14 turret

\[Added] T-14 Camo version

\[Added] New t14 to zeus

\[Added] Rear get in action for driver in K17

\[Added] 2A82 recoil animation

\[Added] LShZ attachment

\[Added] Controller key bind for NVG toggle assigned to \[Right shoulder]+\[Dpad right]

\[Added] Light and visible laser to the ANPEQ16

\[Added] Inspect mode actions to switch ANPEQ16 mode

\[Added] Localization for T-14

\[Added] Added two modes for PEQ that will be used for IR (WIP - 2 high and 2 low visibility illuminators and lasers)

\[Added] Clicking sounds for PEQ mode switching

\[Added] Added USMC groups

\[Added] Dynamic light for 30mm hit effect

\[Added] More dispersion for 2a42

\[Added] Shrapnel for 30mm HE

\[Added] ANPEQ16 LED status indicator

\[Added] ANPEQ16 knob sounds

\[Added] ANPEQ16 procedural animations for its knob

\[Added] Decals for 30mm he

\[Added] MS-2000

\[Added] Subsonic 5.45 ammo and mags

\[Added] Cat eyes to T-14

\[Added] Lods to K17

\[Added] K-17 Wreck model

\[Added] New screenshots

**Improved**

\[Improved] Rearranged test island layers

\[Improved] Added simple collider for USMC combat boots item model

\[Improved] M27 Animations

\[Improved] Improved NVG shortcut detection

\[Improved] Improved NVG handling

\[Improved] Tweaked and improved ACOG lods; closes [#57](https://github.com/RHSMODS/statusquo/issues/57)

\[Improved] Fixed missing M27 and flashhider strings

\[Improved] Army M150 RCO now uses the chevron reticle; closes [#202](https://github.com/RHSMODS/statusquo/issues/202)

\[Improved] Changed Peltor to olive on LShZ

\[Improved] Improved HDR material for GP NVG to fix 'black light'

\[Improved] Reenabled RigidBody component for L4G24 mount as it has colliders now

\[Improved] More vibrant WP light bleed

\[Improved] Handling of entity possession with NVG

\[Improved] Set nvg light bleed to be disabled by default to prevent glow when item was spawned

\[Improved] T-14 lights

\[Improved] Enabled AI driving on K17 & M1151 (without setting an params yet)

\[Improved] 125mm HE sets

\[Improved] TestingRedline.ent

\[Improved] T14 textures

\[Improved] 2a82 effects and sounds

\[Improved] 2a82 Particles

\[Improved] 2a82 Sounds

\[Improved] Track textures

\[Improved] T14 dynarmor refactor

\[Improved] T14 armor model

\[Improved] Increased air drag on HEAT penetrators

\[Improved] Damage for 125mm and 30mm HE

\[Improved] T14 damage model

\[Improved] K17 Action positions

\[Improved] Configured T14 Commander Turret

\[Improved] Added RHS\_ tag to tank entity class to avoid clashes with other mods

\[Improved] T-14 Commander reticle

\[Improved] Additional attempt to achieve compatibility with other mods

\[Improved] Added counter rotation component to T14 commander turret (need to be tested in MP)

\[Improved] Splitted R187P1 model to be able to use with EARS

\[Improved] Added some experimental spalling to T14 AP shells

\[Improved] Added coax MG to T14 gunner

\[Improved] NV system separation to allow for reusability in the future

\[Improved] Minor adjustments to NV HDR and film grain effects

\[Improved] Changed actions names to prevent any possible conflicts by adding RHS to it

\[Improved] Reduced size of interaction sphere on PEQ box to allow for from iron sights manipulation on m27

\[Improved] Railed AN-94 can mount front rail devices like AN/PEQ-16

\[Improved] Tweaked T-14 GM integration

\[Improved] Added localization for IL-76

\[Improved] HE shells can now be reloaded in T14 (changed magazine well)

\[Improved] Changed default radio on USMC characters to ANPCR 152

\[Improved] 2a42 camera shake

\[Improved] 30mms Tracer

\[Improved] Standing animations for AN-94

\[Improved] ANPEQ16 strobe mode for currently used lights and LED indicator

\[Improved] Renamed T-14 Prefabs

\[Improved] File structure

\[Improved] 2A42 light from particles

\[Improved] Epoch and Berezhok hud

\[Improved] T-14 skirt animation

\[Improved] K-17 hitbox

\[Improved] T-14 hitbox

\[Improved] T-14 Wreck model

\[Improved] T-14 LODs

**Fixed**

\[Fixed] Way of attaching NightVision devices to Rhino prefabs

\[Fixed] USMC Boonie hat localization

\[Fixed] Fixed duplicated gear in various Russian vests

\[Fixed] L4G24 Texture & folding script

\[Fixed] Fixed NPE when player didnt have RHS\_RpcManager component

\[Fixed] Wrong material overrides on worn black LShZ with Peltor

\[Fixed] Fixed NVG MP synchronization

\[Fixed] Fixed bug that would cause film grain effect to disappear when some menus were open

\[Fixed] L4G24 Colliders & Lods

\[Fixed] PVS14 Colliders & Lods

\[Fixed] Wilc0x adapter Colliders & Lods

\[Fixed] Zeus was able to un/fold nods of previously possessed entity if he had nvg on his main character

\[Fixed] Bug that would remove some NVG effects when player would open some menus ie. inventory

\[Fixed] Missing gamemat

\[Fixed] Fixed duplicate emats

\[Fixed] 30mm configs

\[Fixed] 125MM configs

\[Fixed] Error spam cause by era

\[Fixed] K17 seating positions

\[Fixed] 2A82 procedural animation

\[Fixed] Collider on LShZ\_attachment

\[Fixed] Wrong classnames on RHS\_Atoll

\[Fixed] T-14 AmmoRack collider config

\[Fixed] Weird workaround for missing signal manager component on T14 after post init

\[Fixed] Removed button click sound when device was turned off by its timer

\[Fixed] 30mm he bebryanka ((pelmen) warhead)

\[Fixed] RPG-7 now able to attach nvg optics

\[Fixed] Minor changes on T-14 an K-17

\[Fixed] Temporal fix for fuel tanks

\[Fixed] K-17 LODs

\[Fixed] Added some missing stuff to arsenal

\[Fixed] Minor fixes in characters

**Deleted**

\[Removed] Unused test prefabs

\[Removed] L4G24 Item

\[Removed] Old t14 from zeus

\[Removed] 2A82 HE from T14 turret

\[Removed] HE barrel from t14

\[Removed] PKT from gunner

\[Removed] Removed NVG test helmet from Arsenal - for now NVG is only available in showcase mission till it is further tweaked

## 0.2.497

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 497

*<mark style="color:red;">Date:</mark>* Tuesday, March 7, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 26 (471)

*<mark style="color:red;">Changes:</mark>* 7 additions, 5 improvements, 12 fixes and 1 deletions.
{% endhint %}

**Added**

\[Added] 6b47 version with balaclava

\[Added] Added FROG Trousers Ground model

\[Added] Added placeholder USMC faction

\[Added] K17 Added GM Preview

\[Added] Added USMC Boonie

\[Added] Added USMC spawn points

\[Added] PVS14 model

**Improved**

\[Improved] K17 Get in positions

\[Improved] Flashlight position on 6b45

\[Improved] Tweaked R187P1 preview image in loadout menu

\[Improved] Tweaked Suharka preview image and structure

\[Improved] L4G24 Item Renderer

**Fixed**

\[Fixed] Ultimate fix for laser range finder (PDU-4/Vector) blocking ADS

\[Fixed] K17 Sights positions

\[Fixed] Hiding ManPacks

\[Fixed] Floating pouch on 6b45

\[Fixed] USMC clothing localization

\[Fixed] Added missing items to arsenal

\[Fixed] Fixed FROG Combat Shirt clipping

\[Fixed] Fixed EMR MG group editor icon

\[Fixed] Fixed AN94 skeleton contained \_end bones

\[Fixed] Fixed inspection actions on AN94

\[Fixed] L4G24 Animations

\[Fixed] Fixed K17 faction affiliation

**Deleted**

\[Removed] K17 Epoch Commander Turret

## 0.2.471

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 471

*<mark style="color:red;">Date:</mark>* Friday, March 3, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 3 (468)

*<mark style="color:red;">Changes:</mark>* 0 additions, 2 improvements, 2 fixes and 0 deletions.
{% endhint %}

**Added**

**Improved**

\[Improved] NVG grain effect

\[Improved] Regenerated preview images

**Fixed**

\[Fixed] Fixed K17 Berezhok crashing dedicated server

\[Fixed] Fixed EMR infantry loadouts

**Deleted**

## 0.2.468

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 468

*<mark style="color:red;">Date:</mark>* Friday, March 3, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 1 (467)

*<mark style="color:red;">Changes:</mark>* 0 additions, 0 improvements, 1 fixes and 0 deletions.
{% endhint %}

**Added**

**Improved**

**Fixed**

\[Fixed] Fixed OPFOR Arsenal crate had wrong GUID

**Deleted**

## 0.2.467

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 467

*<mark style="color:red;">Date:</mark>* Friday, March 3, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 9 (458)

*<mark style="color:red;">Changes:</mark>* 0 additions, 1 improvements, 5 fixes and 0 deletions.
{% endhint %}

**Added**

**Improved**

\[Improved] Azart position on 6b45

**Fixed**

\[Fixed] Fixed reference to non existing material in Jacket 6B51 VKPO

\[Fixed] Fixed wrong model was assigned in MeshObject of balaclava base prefab

\[Fixed] Fixed NPE when game tried to load VONDisplay for AI Unit

\[Fixed] Fixed potential conflict with standalone EARS (EARS side fix also already up on workshop)

\[Fixed] IL-76 Missing audio

**Deleted**

## 0.2.458

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 458

*<mark style="color:red;">Date:</mark>* Thursday, March 2, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 44 (414)

*<mark style="color:red;">Changes:</mark>* 18 additions, 25 improvements, 15 fixes and 6 deletions.
{% endhint %}

**Added**

\[Added] 30mm HE hit effect

\[Added] 30mm 3UOF8 warhead

\[Added] 1P90

\[Added] Test AK pouches for 6B45

\[Added] Integrated EARS functionality into RHS

\[Added] Casing for 2a42

\[Added] Test map TestingTerrRedline/Terrain

\[Added] Added 1P86 localization

\[Added] 3 pouches for azart radio, vog rounds, first aid med pouch and 6B45 presets for it

\[Added] 1P87 with 1PN138

\[Added] Added ANPRC152 Eng localization strings

\[Added] Added compatibility list to attachment type and checks for that to storage and action scripts

\[Added] Added ability to turn on/off the radio through \[G]+\[R]

\[Added] Added ability to change knob position through \[G]+\[Scrollwheel]

\[Added] Added ability to set encryption key for each preset separately

\[Added] Added ability to add more presets

\[Added] Added ability to set radio frequency by inputting it with radio keyboard

\[Added] Radio unhide script

**Improved**

\[Improved] Il76 sounds

\[Improved] 30mm ballistic

\[Improved] Azart textures

\[Improved] Tweaked AK74M textures

\[Improved] New reticle for Sig Bravo 4; closes [#200](https://github.com/RHSMODS/statusquo/issues/200)

\[Improved] SP81 Muzzle flash

\[Improved] Configured red dot on SU230 with MRDS - close [#197](https://github.com/RHSMODS/statusquo/issues/197)

\[Improved] Tweaked collimator script so fake red dot is disabled by default

\[Improved] Tweaked BUIS recoil behavior on SU230

\[Improved] Added missing LODs on 6B45 with close neck armor

\[Improved] 6B45 textures. optimized size to 2k

\[Improved] Improved incoming radio transmission detection (compared to the latest EARS version)

\[Improved] PDU-4 now has more accurate 7x zoom

\[Improved] Weapons\_HeavyWeapons\_2a42\_Shot.acp

\[Improved] HIT\_30mm\_HE.ptc

\[Improved] Smoke\_2a42.ptc

\[Improved] Tweaked 6M2 item LOD switching

\[Improved] Name and description for new items

\[Improved] 6B45 separated into vest and collar, improved rig

\[Improved] Tweaked AK74M fire geo - added weapon\_plastic material to the stock

\[Improved] Radio will be ON by default unless it was loaded with the map

\[Improved] Improved frequency presets handling between players

\[Improved] Changed GUIDs of 6b45 and 6b45 (rifleman) vests so they are matching previously created prefabs - this way backward compatibility with already existing assets was maintained and some of the errors were also fixed during that process

\[Improved] Added compatibility with community RIS optics

\[Improved] Auto transform enabled for radio slot on ratnik SL vest

**Fixed**

\[Fixed] 9M113 not firing

\[Fixed] K17 top speed

\[Fixed] Removed duplicated entries in InventoryItemComponent of scopes

\[Fixed] Fixed default camera position on GM showcase mission

\[Fixed] SU230 reticle is no longer changing scale with zoom - close [#198](https://github.com/RHSMODS/statusquo/issues/198)

\[Fixed] LShZ normals

\[Fixed] IL76UN\_running.et sounds

\[Fixed] Fixed 1P86 PIP reticle

\[Fixed] Ak pouches rig and size, add lods and colliders

\[Fixed] Azart localization

\[Fixed] Fixed AK74M skeleton - removed some weird second skeleton, \_end bones and other weird things

\[Fixed] Fixed radio turning off when player is teleported over long distance

\[Fixed] Fixed wrong gamemats on 2 M1151 colliders

\[Fixed] Fixed duplicated signals manager component on 1P63

\[Fixed] Fixed RHS GM Showcase scenario was loading wrong world

**Deleted**

\[Removed] Fixed wandering reticle on m8541

\[Removed] M8541 Reticle now scales with zoom at least in PiP

\[Removed] Not used samples for 2a42 shot sound

\[Removed] Dynamic light for HIT\_30mm\_HE.ptc

\[Removed] Not used audio files

\[Removed] All cinematic stuff

## 0.2.414

{% hint style="info" %}
**Release Meta Information**

*<mark style="color:red;">Built from Revision:</mark>* 414

*<mark style="color:red;">Date:</mark>* Saturday, February 4, 2023

*<mark style="color:red;">Revisions Since Last:</mark>* 413 (1)

*<mark style="color:red;">Changes:</mark>* 137 additions, 179 improvements, 88 fixes and 11 deletions.
{% endhint %}

**Added**

\[Added] Added some dirty Flora reskins of M88 uniform

\[Added] Added APS wirestock configuration

\[Added] Added RPK74N to ammo crate

\[Added] Setup of RHS Aresnal

\[Added] RPK74N (dovetail texture size and quality is temp)

\[Added] 6L23 Plastic variant

\[Added] AK74N prefab

\[Added] AK74 Dovetail model

\[Added] Added item variant for CVC

\[Added] Added some basic AN94 prefab

\[Added] Sounds folder

\[Added] APS mechanics samples

\[Added] APS acp

\[Added] Added some test VSR textures

\[Added] Added some Flora units

\[Added] Added new test terrain with navmesh

\[Added] Added Flora & VSR units & groups (basics)

\[Added] Added arm patch experiment to M88 Flora uniform

\[Added] Added 6M2

\[Added] 1P78 Model

\[Added] PDU-4

\[Added] Test nvg

\[Added] NVG test prefab and map

\[Added] Test range for setting up scope ranges

\[Added] Added modified version of SCR\_2DPIPSightsComponent\_RHS.c (doesn't seem to work yet)

\[Added] Added AK74N with 1P78 prefab

\[Added] FilmGrain hdr

\[Added] Added some example PP effects for NVG

\[Added] RHS\_MagazineWell.c

\[Added] APS Magazine

\[Added] APS magazine base prefab

\[Added] 1PN93-1 AK-74

\[Added] Added AS, RPG, PKM and SVD versions of 1PN93

\[Added] Russian language to gproj & generated runtime tables

\[Added] SP-81 mesh

\[Added] 26X45 Cartrige and casing (ammo for sp-81)

\[Added] VKPO Demiseason Jacket

\[Added] 6B47 Helmet; closes [#3](https://github.com/RHSMODS/statusquo/issues/3)

\[Added] Vector21 Rangefinder; closes [#32](https://github.com/RHSMODS/statusquo/issues/32)

\[Added] Added LoadoutManager\_Editor.et in order to fix selection of RHS faction in Game Master

\[Added] 6B7-1M Helmet

\[Added] AK74M basic model and broken prefab

\[Added] VKPO cap

\[Added] Added Flare Particle Effects

\[Added] Added SP81 Prefabs/Weapons/Handguns/SP81

\[Added] Added Flare Particle Effects Prefabs

\[Added] Added 26x45 Illumination Flare Ammunition Prefab

\[Added] Added SP81 Flare Pistol to Test Mission

\[Added] Folded vkpo pants

\[Added] EMR unarmed unit

\[Added] Updated Vector21 UI

\[Added] IL-76 Model

\[Added] Added 1пн93 Scopes for AK74, PKM, SVD, RPG

\[Added] RSP-30 Model (texture, uv and rig are temporary and subject to change)

\[Added] RSP30 Rig

\[Added] Added ak74m weapon animations

\[Added] Added new flare projectile as Ammo\_Flare\_26x45\_White

\[Added] Added new flare particle effect

\[Added] VKPO pants with 6B51 kneepads (test)

\[Added] Added basic rangefinder ability to Vector21

\[Added] Some experiments with APS with stock animations

\[Added] VKPO pants with 6B51 item model

\[Added] Added AK-74M GP-25 prefab

\[Added] Added RHS statuette

\[Added] Picatiny attachment slot

\[Added] AN-94 With rails

\[Added] 1P87

\[Added] Added PDU laser ranging script fully functioning

\[Added] Few more picatiny attachment slots

\[Added] VKPO jacket with 6B51 elbowpads

\[Added] 1P63; closes [#6](https://github.com/RHSMODS/statusquo/issues/6)

\[Added] Lods for sp-81 and ak74m

\[Added] Added TA31RCO

\[Added] Po4x24

\[Added] 6B45 (not finished)

\[Added] 6B45 item model

\[Added] 6B45 localization

\[Added] Bravo4 mesh and texture

\[Added] Added custom weapon hand anim to Vz52

\[Added] Open il-76 version

\[Added] Added new test terrain

\[Added] Added placeholder EMR section of MSV

\[Added] Added AK74M with GP25

\[Added] Added RHS version of Combat Patrol

\[Added] Camo version of ural cargo

\[Added] LShZ-3 model 2

\[Added] Fake early A3 style collimator script

\[Added] AN-94 With 1P63

\[Added] Added proper reticle for 1P87

\[Added] Added lots of stuff to OPFOR arsenal

\[Added] Added two olive CVC variants

\[Added] Added Olive and Black CVC to US box

\[Added] SU230 with and without MRDS

\[Added] Added MSV spawn point

\[Added] Added GM version of showcase scenario

\[Added] Added Vector horizontal and vertical distance (press and release R, then hold R for 2s. and release)

\[Added] Added 1PN138 experimental XOB file and textures

\[Added] Added FROG Combat Shirt, XOB files and textures. Built prefab for testing.

\[Added] Ratnik buttpack for 6B45

\[Added] UN Version of IL-76

\[Added] Added lods to il-76

\[Added] Ability to change magnification for su230

\[Added] Il76 version with running engines

\[Added] 1p86

\[Added] R187P1 Azart radio

\[Added] Added M8541 Optic

\[Added] NVG effect to camera

\[Added] M1151 base mesh

\[Added] K17 base mesh

\[Added] Temp texture for K17

\[Added] Added M1151 vehicle prefab

\[Added] Added WIP FROG Trousers, XOB files and textures. Built prefab for testing & added to Showcase\_full scenario

\[Added] K17 Vehicle Prefab

\[Added] Simple vehicle testsite

\[Added] AGS-30 to K17

\[Added] Case ejection particle to 2A42

\[Added] Get in actions for hatches on K17

\[Added] Placeholder exhaust effect for K17

\[Added] Added WIP USMC Combat Boots, XOB files and WIP textures. Built prefab for testing.

\[Added] Added LODs to FROG\_Trousers

\[Added] K17 Epoch Turret

\[Added] Added 3M PELTOR ComTac VI

\[Added] LShZ textures

\[Added] High cut LShZ

\[Added] LShZ with 3M

\[Added] Lights to K17

\[Added] Balaclava for LShZ

\[Added] K17 to GameMaster

\[Added] Peltor arc adapter

\[Added] Added black Peltor texture

\[Added] LShZ 1+ mod2 with peltors

\[Added] Black peltor version prefab

\[Added] Camo ural

\[Added] K17 placeholder interior

\[Added] Position lights to il-76

\[Added] 3UOF8 HEI Ammo to the K17

\[Added] Reload function to switch between HEI and APDSFS-T on K17

**Improved**

\[Improved] Updated version file for testing

\[Improved] Dovetail textures are now 1k res

\[Improved] Changed lighting on test world

\[Improved] Renamed Pistols to Handguns folder

\[Improved] Tweaked RHS Arsenal config

\[Improved] Added some initial APS animations and configuration

\[Improved] Preparation of RHS arsenal box

\[Improved] Added Manual Frame Range to anims

\[Improved] PBR fixes on AN-94 and Platic Mag

\[Improved] Added basic AN-94 animations

\[Improved] Moved back AN-94 so it fits AK-74 animations

\[Improved] Various rpk74n tweaks

\[Improved] Tweaked AN-94 bone hierarchy

\[Improved] Prepared AN-94 animation workspace

\[Improved] Configured AK74N dovetail

\[Improved] Made GUIDs unique

\[Improved] Tweaked test mission + exposed in workshop

\[Improved] Fixed file structre (once again)

\[Improved] Tweaked an-94

\[Improved] Some changes on devmap

\[Improved] Removed old abakan blendfile

\[Improved] Added working localization

\[Improved] Tweaked test world

\[Improved] Attempt to set localization properly

\[Improved] Small 1p21 mesh fixes

\[Improved] Added CVC to BLUFOR crate

\[Improved] Tweaked visibility of AN-94 in zeus crate

\[Improved] Exported updated AN94 to FBX

\[Improved] Some basic configuration of AN94

\[Improved] Attempt to enable ammo crates

\[Improved] Added resourceDatabase.rdb to ignore list

\[Improved] APS base prefab to use APS sounds

\[Improved] Tweaked Flora textures

\[Improved] Tweaked to uniforms configuration

\[Improved] Added firing range to showcase mission

\[Improved] Fixed 1p21 position

\[Improved] Kh-55 texture improvements

\[Improved] 1p78 now have its own mark

\[Improved] Minor KH-55 texture improvments (only .tif bcz my tools are broken)

\[Improved] Minor changes on NVG HDR

\[Improved] Lifted matrial law in scripts

\[Improved] Renamed 1P78 textures so they get proper compression profile

\[Improved] Increased FOV of 1P78 (not calibrated yet)

\[Improved] Tweaked order of PP effects

\[Improved] Tweaked 6M2 inventory preview

\[Improved] Final version of NVG HDR

\[Improved] Now APS have its own magazine and full auto firemode

\[Improved] Added 1PN93 LODs

\[Improved] Improved sp-81 textures and model

\[Improved] Reorganized assets a little bit

\[Improved] Added RHS variant of SCR\_FiringRangeScoringComponent.c (WIP)

\[Improved] Registered Screenshots folder and added ignore flag to it

\[Improved] Changed project language on SVN

\[Improved] VKPO cap texture and rig

\[Improved] Cleaned up world layers

\[Improved] Added prototype of reticle scaling with zoom on 1P21

\[Improved] Fixed ak74m ao texture

\[Improved] Faradey boots item model

\[Improved] Folded vkpo jacket textures

\[Improved] M88 Flora prefab model

\[Improved] MSV Flora loadout (return M88 pants)

\[Improved] 1P78 Eye position

\[Improved] Improved 2DPIPOpticsComponent

\[Improved] VKPO Uniform textures

\[Improved] RSP30 texture, uv, and model

\[Improved] Rsp30 texture

\[Improved] VKPO textures for props

\[Improved] Name and description of VKPO stuff

\[Improved] VPKO jack and pants item models - added UBX collider so actions would work on them

\[Improved] Enabled fpv hiding for vkpo\_cap.emat

\[Improved] IL-76 Texture

\[Improved] IL-76 Static model

\[Improved] Improved Flare effect

\[Improved] AK-74M texture and model

\[Improved] VKPO jacket LODs and materials

\[Improved] Updated APS animation file

\[Improved] Tweaked animation switching when APS stock is mounted

\[Improved] VKPO pants with 6B51 LODs, textures, rig

\[Improved] Added lods and colliders on 6B7 ground items

\[Improved] Slightly improve lod transitions for 6B7 uncovered item

\[Improved] Tweaked SP-81 animation setup

\[Improved] Tweaked preview models setup on SP81 anim workspace

\[Improved] Added some base classes and improved naming of 6B7 prefabs

\[Improved] Added straps to 6B47

\[Improved] VKPO jacket 6b51 position and rig

\[Improved] Added newer stuff to the arsenal boxes

\[Improved] VZ52 and 1P63 Textures

\[Improved] Thicker and ranged ACOG sights

\[Improved] PDU properly ranged markings

\[Improved] Acog optic dualcolor

\[Improved] 6B45 item LODs

\[Improved] Added new weapon inspection logic to AK74M & AN94

\[Improved] Tweaked default action position on AN-94

\[Improved] Tweaked 1P63 & TA31RCO scope params

\[Improved] Added params for hiding of helmet accessories (0.9.7 version required)

\[Improved] Tweaked 6L23 magazines inheritance

\[Improved] Tweaked 6L23 default action position

\[Improved] Tweaked optics inheritance & structure

\[Improved] Added mount/dismount action to scopes

\[Improved] Added environment probe to test dev map

\[Improved] Tweaked firing range (added hit indicator for long firing range)

\[Improved] Changed TA31RCO item settings so it fits into inventory

\[Improved] Bravo4 is now usable

\[Improved] Nvg hdr

\[Improved] Vz52 is now correctly using snap\_weapon slot

\[Improved] Tweaked vz52 actions position

\[Improved] Updated navmesh on test map

\[Improved] Tweaked action position on some of the scopes

\[Improved] Tweaked scopes inventory size

\[Improved] 6B45 rig

\[Improved] VKPO proportions for correct 6B45 placement

\[Improved] Added missing alpha texture to some of the Russian headgear

\[Improved] Tweaked configuration of flare ammo & ratnik vests (inheritance)

\[Improved] Increased temporarily capacity of 6B45 vest so the EMR faction can be somewhat used in GM

\[Improved] Regenerated content browser pictures for EMR troops

\[Improved] Converted 1P63 to use collimator trick too

\[Improved] EMR AR is now using RPK74N with 1P78

\[Improved] HDR material for NVG scopes

\[Improved] Tweaked color of 1P63 reticle

\[Improved] Filter on 1p63

\[Improved] Tweaked inventory previews on various weapons

\[Improved] Tweaked 1P87 coli dot brightness

\[Improved] Tweaked terrain layer preset

\[Improved] 1P63 (lods and new glass)

\[Improved] Added contrast filter toggle action on 1P63 (available in inspect menu)

\[Improved] Further improved TA-31 reticle and FOV

\[Improved] Tweaked TA31RCO script and setup

\[Improved] Tweaked 1P63 materials (fix for weird alpha sorting in game)

\[Improved] Tweaked AK74M zeroing animations

\[Improved] Further improve Vector 21 script

\[Improved] Disabled ironsights on AK74M & AN94 when optic is mounted

\[Improved] Added TA31 and Vector to general RHS arsenal

\[Improved] Tweaked TA31 action position

\[Improved] Tweaked range finder script so it works with experimental build

\[Improved] Added action tooltips for range finder

\[Improved] Added unconsciousness to RHS Combat Ops

\[Improved] Adjusted EMR troops loadouts (magazines)

\[Improved] Improved Vector 21 key hints

\[Improved] Added LODs to TA31RCO

\[Improved] ARD hex darkening for enabled scopes

\[Improved] LOD switching for RCO

\[Improved] Changed bravo4 texture

\[Improved] Tweak 6M1 LOD transitions

\[Improved] Changed HDR on NVGs

\[Improved] Tweaked render preview of picatinny scopes

\[Improved] Nvg effect

\[Improved] Added rest of Vector functionality

\[Improved] Added RHS statue to RHS Arsenal

\[Improved] Updated all english and russian stringtable entries

\[Improved] Added localization to 6B47 helmet and variants

\[Improved] Added localizations for 6B7-1M

\[Improved] IL-76 UN Livery

\[Improved] Buttpack textures and scale

\[Improved] IL-76 Sounds

\[Improved] Improved azart texture

\[Improved] Time of day on test world

\[Improved] Improved FROG Trousers(new belt/belt loops)

\[Improved] Updated FROG Trousers textures

\[Improved] K17 Engine torque and power

\[Improved] K17 Buoyancy Simulation

\[Improved] Improved FROG Trousers weights

\[Improved] M8541 Textures update thanks to @sabre

\[Improved] AI targeting in K17 turrets

\[Improved] Added backup sights to SU230

\[Improved] Hide Peltor in 1st person view

\[Improved] LShZ model

\[Improved] Color of emr

\[Improved] K17 Buoyancy simulation

\[Improved] Damage of 2A42 APDSFS rounds

\[Improved] Various LShZ fixes and improvements

\[Improved] Added most of the new goodies to appropriate arsenal boxes

\[Improved] EMR troops now use Azart radios

\[Improved] Peltor proportions on LShZ

\[Improved] Ratnik gear textures

\[Improved] Improved Marine Combat Boots texture/prefab

\[Improved] Lights on the K17

\[Improved] Improved PDU4 reticle; closes [#194](https://github.com/RHSMODS/statusquo/issues/194)

\[Improved] K17 Suspension

\[Improved] K17 Tire settings

**Fixed**

\[Fixed] Fixed AK74N dovetails

\[Fixed] Fixed FactionManager was missing RHS faction config

\[Fixed] Fixed 1P21 strings

\[Fixed] Cleaned up from files which were overriding Sample Mod

\[Fixed] Forgot to plug in that anim to AN-94

\[Fixed] Fixed PIP issue on AN-94 (temporary workaround till pivots are fixed in the game)

\[Fixed] Fixed CVC visibility in first person

\[Fixed] Fixed authored labels on groups & units

\[Fixed] Fixed 1P78 name and added to test world

\[Fixed] Fixed location of Arsenal related things

\[Fixed] PDU position and color

\[Fixed] Eye position on 1p78 Fixed issue

\[Fixed] Kh-55 texture fix

\[Fixed] Various localisation fixes

\[Fixed] Nvg fixes

\[Fixed] Fixed NVG brightness

\[Fixed] First iteration of setting 1p78 ranges

\[Fixed] Localization fixes

\[Fixed] 1P78 eye position Fixed issue

\[Fixed] 1P78 now have proper zeroing

\[Fixed] Some more script fixes related to SCR\_2DPIPSightsComponent\_RHS.c

\[Fixed] Final version of 1p78 zeroing

\[Fixed] APS now have proper lods

\[Fixed] Fixed PIP script due to bad API change; fixes [#163](https://github.com/RHSMODS/statusquo/issues/163)

\[Fixed] Removed test stuff

\[Fixed] Fixed broken material overrides on 6B7

\[Fixed] Replaced SP81.xob... new one has memory points necessary for prefab

\[Fixed] Fixed configuration of ignored from packing folder

\[Fixed] Fixed APS stock position

\[Fixed] Added Different Color Flares

\[Fixed] Fixed PIP UV map on 1PN93

\[Fixed] AO on ak74m

\[Fixed] Window texture on IL-76

\[Fixed] Fixed 1P78 reticle in PIP mode

\[Fixed] Replaced for now material override with prefab variants on 6B7 flora & olive variants

\[Fixed] Fixed broken skinning on 6B7 LOD2

\[Fixed] Missing files

\[Fixed] Fix to SP-81 IK anim link

\[Fixed] Hide pistol on soldier back

\[Fixed] 1P63 Model

\[Fixed] Wrong layer preset and material on 6L23 magazine

\[Fixed] Fixed obsolete audio file assignment in AN94 prefab

\[Fixed] Fixed remap related errors in console log when VPKO uniform was present

\[Fixed] 1P21 script had duplicated variable in 0.9.7 version of the game

\[Fixed] Fixed faction affiliation of Arsenals in showcase scenario

\[Fixed] Fixed material links errors in various assets

\[Fixed] Fixed missing AreaType param

\[Fixed] Fixed RHS Arsenal faction affiliation

\[Fixed] Size and weight of sp81 ammo

\[Fixed] Normal map on il-76 engine covers

\[Fixed] Localization of some items

\[Fixed] 1P21 Position on SVD

\[Fixed] Fixed vz52 duplicated weapon sound component

\[Fixed] Fixed some colliders materials

\[Fixed] Removed unwanted material overwrite

\[Fixed] Fixed Flora pants missing in compiled version of the mod

\[Fixed] Fixed lake in showcase scenario

\[Fixed] Fixed offset of AN94 railed variant

\[Fixed] Made SP-81 reload somehow working

\[Fixed] Deinitialization of RHS PIP effects

\[Fixed] VKPO pants - wrong position with shoes

\[Fixed] Optics position on AN-94

\[Fixed] Fixed SP-81 Ammo names

\[Fixed] TA31 scope zoom and markings

\[Fixed] AO on 1p63

\[Fixed] Vector 21 ranging and azimuth calculations (use R for ranging and F for azimuth, both at the same time to see both)

\[Fixed] Fixed Vecotr inheritance

\[Fixed] Fixed RHS pip script was calling non existing materials

\[Fixed] Fixed PDU4 VME in Workbench

\[Fixed] Fixed 6B45 open inheritance

\[Fixed] Fixed LOD switching problem on 6M2

\[Fixed] Possible fix for US arsenal box

\[Fixed] Various localization fixes

\[Fixed] Potential rangefinder fix

\[Fixed] Green CVC texture

\[Fixed] Fixed FROG Combat Shirt prefab

\[Fixed] Fixed strings for ACOG to be M150 RCO and M7 RCO

\[Fixed] Wrong position of PDU and Vector on player's model

\[Fixed] Removed Il-76 layer preset override from prefab

\[Fixed] Collision on il76

\[Fixed] K17 mesh hierarchy

\[Fixed] K17 Fire Geometry

\[Fixed] Fixed vector material overrides

\[Fixed] Material instances on LShZ HC

\[Fixed] Brake lights on K-17

\[Fixed] Fixed changelog stuff

\[Fixed] PDU-4 now uses advanced rangefinder script; closes [#62](https://github.com/RHSMODS/statusquo/issues/62)

\[Fixed] K17 Wheel Diameter

**Deleted**

\[Removed] Removed some obsolete files

\[Removed] 1p21 beta

\[Removed] Structure fixes

\[Removed] Added devmap to make tests easier

\[Removed] Removed obsolete files

\[Removed] Removed SSh68 override

\[Removed] Removed meta files for folders

\[Removed] Removed some rogue file

\[Removed] Unused jacket textures

\[Removed] VKPO unused textures

\[Removed] Epoch Commander seat to prevent crashes


# General Systems

This section contains the general systems pages.

| Page                                                                                                                                             | Description                                                                                                                                                                      |
| ------------------------------------------------------------------------------------------------------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [Spectrum Device](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/spectrum-device)                               | The Spectrum Device is a handheld transceiver that can act as an electromagnetic spectrum analyzer.                                                                              |
| [PMF-5.1](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/pmf-5.1)                                               | PMF-5.1 Is a MFD system that's used in APCs, Tanks, and MRAPs such as T-14, T-15, K-17, K-16, Typhoon-K                                                                          |
| [RHS IR, NV and "Thermals"](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/rhs-ir-and-nv)                       | Infrared (IR) laser pointers, illuminators and strobes cannot be seen by naked eye and are therefore used exclusively with IR enabled devices, such as NV scopes and NV goggles. |
| [RHS Extended Inventory System](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/rhs-extended-inventory-system)   | You can use the inventory system and actions to attach and swap compatible items to clothing that you are wearing.                                                               |
| [RHS Radial Menu](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/radial-menu)                                   | A new radial menu can be used with items that are equipped on your current weapon or person.                                                                                     |
| [Close Air Support](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/close-air-support)                           | The Game Master mode introduces to the player the ability to call in air strikes using various new placeable objects.                                                            |
| [Navigation and Positioning](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/navigation-and-positioning)         | The mod contains devices that show your position and help you navigate on the map.                                                                                               |
| [EARHS](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/earhs)                                                   | EARHS is an independent subsystem of RHS modification that will allow you to interact with modern radios and other operational electronics on an immersive level.                |
| [GPS Radio Beacon](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/gps-beacon)                                   | The GPS Radio Beacon is a compact, waterproof professional tracking device designed for emergency location marking and vehicle tracking.                                         |
| [Garmin Tactix Bravo](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/garmin-tactix-bravo)                       | The Garmin Tactix Bravo is a rugged, multisport GPS tactical watch engineered for military professionals, law enforcement, and outdoor adventurers.                              |
| [Hearing Protection](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/hearing-protection)                         | Active headsets protect your hearing from gunfire and explosions.                                                                                                                |
| [Strobe Devices](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/strobe-devices)                                 | Strobe marker lights show the position of a soldier, a vehicle or a point at night.                                                                                              |
| [Weapon Light and Laser Devices](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/weapon-light-and-laser-devices) | Weapon lights and laser devices have their own keys.                                                                                                                             |
| [Default Key Bindings](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/default-key-binds)                        | RHS contains more than a few key binds and this pages is here to give generic description of what each of them do.                                                               |


# Spectrum Device

The Spectrum Device is a handheld transceiver that can act as an electromagnetic spectrum analyzer.

## Part 1: Introduction

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-b9fb46629722cd7b5a0e1c767ff797c41d7686aa%2Fimage.png?alt=media" alt=""><figcaption><p>The Spectrum Device</p></figcaption></figure>

The Spectrum Device was developed thanks to advances in radio reconnaissance. It utilizes advanced processing technologies to detect and process signals in 3D space using a single receiver.

The Spectrum Device's capabilities include:

● Minimum signal detection range: 20 meters

● Maximum signal detection range: 4,000 meters

● Weight: 2.5 Kg

{% hint style="warning" %}
Keep in mind that signal **detection** range is not equal to signal **processing** range.
{% endhint %}

## Part 2: Theory

Before proceeding to practical usage, we must discuss some foundational concepts.

An electromagnetic spectrum monitoring device detects and identifies active emitters of electromagnetic fields, such as transmitting walkie-talkies, radios, and radars. Many communication and surveillance systems emit signals, and this device can detect a broad range of frequencies, aiding in the identification of these sources and facilitating faster location of enemies.

It is important to note that the Spectrum Device is not a magic solution, but rather a sophisticated piece of innovative technology with inherent technical limitations. To ensure effective signal reception, the device must be kept steady and level with the horizon—a point further elaborated upon in the practical usage section.

Spectrum Devices utilize software processing and a single receiver to detect signals. However, challenging terrains, such as mountainous regions, can both obstruct signals and alter the device's signal perception. This can lead to complications such as signal piling, reflections, and other noise being incorrectly identified as genuine signals.

Radio signals can be obstructed by terrain, buildings, vehicles, or artificial interruptions, such as jammers. Additionally, radio signals are prone to reflection, which can create false noise—a significant concern in signal detection.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-6571ad7ac9d854b25221ee901cdc5efc018d84a7%2Fimage.png?alt=media" alt=""><figcaption><p>Example of piled signals</p></figcaption></figure>

Because of these factors, signals can be classified into three types:

1\. Unprocessed signal

2\. Fake/Garbage signal

3\. Real signal

How these signals are displayed will be explained later in this guide.\
\
Another important aspect is how signals are processed. Signal processing takes time, and for the Spectrum Device to effectively process a signal, the signal must be emitted for a sufficient duration. For example, handheld radios are only detectable when they are actively transmitting (e.g. when a user is speaking). This is where the impact of distance becomes apparent--the farther away the signal source is, the longer it takes to process the signal. You will notice this delay when tracking down an enemy far from your position.

Some sources emit signals continuously, such as stationary antennas, command trucks, transmission towers, and vehicles equipped with datalink systems.

{% hint style="danger" %}
This device can't see radios used by AI, because they never use them to speak to each other. Its usefulness therefore is mostly in Multiplayer against other players.
{% endhint %}

## Part 3: Controls

To move the cursor, hold the left mouse button (LMB).

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-a4e73988f2fb9bba5a86c28904c8c301383824c3%2Fcursor_move.gif?alt=media" alt=""><figcaption></figcaption></figure>

To adjust the zoom level, move the cursor to the bottom of the screen to decrease the scale or to the top to increase it.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-03f6b71a7518d90bdebf006bdfbf1217033c953e%2Fchange_zoom.gif?alt=media" alt=""><figcaption></figcaption></figure>

To interact with a signal, hover the cursor over it and press "F."

## Part 4: Usage and system info

The first thing you see is the boot screen, which takes about 2 seconds to start up.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-5d8de1ad88c75b48fa3cc59e96cbc6e192d5bb61%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

Once the boot sequence is complete, you will be directed to the main menu, known as the signal map.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-526029322a0757d13cafdc1bc6e297d3b21bb1bc%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

To start detecting signals, you need to level the spectrum device with the horizon. Once the device is properly leveled, the direction arrow will disappear.

{% hint style="info" %}
You can reduce processing time by directly focusing on signals, which helps bypass some of the distortion calculations.
{% endhint %}

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-e05acf05900e68ed49c842436c5608f19c2c14da%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

### Understanding the Display Information

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-9fcb7e12557f80a013d74345f457720a8cec9c6f%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

Let's break down the information displayed on the screen:

● ID: Displays the ID of the currently selected signal.

● DIR: Shows the heading of the signal based on its last three positions.

● DIST: Indicates the approximate distance to the signal.

● DELAY: Displays the delay between when the signal was transmitted and when it was received. This can be used to roughly estimate the distance to signals that cannot be fully processed.

● METADATA: Currently displays the cipher key of the processed signal.

● FREQUENCY: Shows the frequency of the processed signal.

{% hint style="danger" %}
Please note that all information on the left is only accurate once the signal is fully processed.
{% endhint %}

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-a3e03e3bc236756c60c479ae39b72108c4a21c95%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-1051a04be19b330f20ebe07264f0190e73900012%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>


# PMF-5.1

PMF-5.1 Is a MFD system that's used in APCs, Tanks, and MRAPs such as  T-14, T-15, K-17, K-16, Typhoon-K

{% hint style="info" %}
Introduced in 0.6.2062
{% endhint %}

## Part 1. Introduction

PMF-5.1 Is a black display with 11 button around it. You can also identify it by ПМФ-5.1 written on top left corner of a display.\\

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-7f8341eb031e17f84a85af5621bf75c74afc376f%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

To start interacting with it, turn it on by interacting with "Power" action.\\

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-b61769134f0036a7001051025f490b29ef2c7954%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

After that you will see boot menu appear.\\

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-a86bc581f5067e8eb68d77974e437695de3c4b5e%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

And not so long after, main menu will appear.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-64814cedd154c83ec3980568a52fefdbb01b27a9%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

{% hint style="warning" %}
Before we continue with details of PMF subsystem, i feel like i need to mention that PMF-5.1 is a self sustainable device based on Linux kernel. It will continue working even if entire vehicle lost power or connection with main data bus was lost.
{% endhint %}

This is how main data bus and data processors look in K-17. PMF will cease to display all data that's collected for vehicle when these are damaged.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-300c3fc056ff8c247a6aceee5f124eff532634b1%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

{% hint style="warning" %}
Another thing that you need to keep in mind, that all PMF displays are connected to main bus separately, so, if you're lucky enough, after main bus or data processors are damaged, some PMF displays will continue to receive data from it.
{% endhint %}

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-87f26ae5c618c8e810a262a55df49c71526d92d5%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

If you see this error message, it means that this PMF display is now disconnected from main data bus. It either means that you're unlucky and main bus damage killed connection with your PMF, or that entire data bus ceased to exist.

## Part 2. Functionality

{% hint style="warning" %}
This is always subject to change, new systems may appear or major changes may happen without changes in this documentation.
{% endhint %}

Lets start with translating information we have in main menu.\\

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-8b8fd0b5cbfbfa846df34842f96e9199c5424e03%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
Turret and CMD turret are both indicating corresponding turret local (from vehicle body) rotation in soviet radians. Both are starting from 30-00 (Turret is heading front of the vehicle).
{% endhint %}

{% hint style="info" %}
Orientation displays current rotation of vehicle using sensors installed on vehicle.
{% endhint %}

{% hint style="info" %}
Ammunition will display info about ammunition later.
{% endhint %}

{% hint style="info" %}
Logs are displaying amount of system logs.
{% endhint %}

{% hint style="info" %}
System status displays information about state of various systems. Will be added in future.
{% endhint %}

## Part 3. Systems

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-e36fa5d2c9c9f5f24ed461f4d228e5bed78d1e7b%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

Lets dive deeper into each system currently available.

### 1. Observation

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-c2047bf54033ab105f0ed7391c99dedd2464262a%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
To switch between cameras, simply swipe screen to the left or right.
{% endhint %}

{% hint style="info" %}
Shutters button will allow user to close camera shutters later in future.
{% endhint %}

{% hint style="info" %}
Scan button turns on angle to angle scan mode for selected camera.
{% endhint %}

{% hint style="info" %}
Filter button allows user to cycle between brightness levels.
{% endhint %}

{% hint style="info" %}
Zoom buttons are pretty self explanatory.
{% endhint %}

{% hint style="info" %}
Auto detection button is responsible for turning on and off auto target detection. For now it's always active.
{% endhint %}

{% hint style="info" %}
Auto following button should follow selected target with cameras. Not active for now.
{% endhint %}

{% hint style="info" %}
Target lock button should transfer target data to commander turret. Not active for now.
{% endhint %}

### 2. Correction

Not active for now. Will be used to change brightness and contrast of gunner display on T-14 later in future.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-33ef3a355afaaeebf572fc76d812d28a43bb83b2%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

### 3. Vehicle status

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-4701d06d478cbb1bc46c9bbeaf0e34250b625b02%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-26e37b39f126a1fce5c308a0304dc271cce66bbe%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

### 4. Misc apps

This may sound like a tab with other apps but it actually leads to system desktop.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-05530aeee351f45868a117479b4c8ed939a4095d%2Fimage.png?alt=media" alt=""><figcaption><p>cat.</p></figcaption></figure>

Not much is active here. Perhaps later you will be able to find more useful stuff or maybe even games here. In order to go back to PMF subsystem, open `ПМФ_5.0_Ж12.exe`.

##


# RHS IR, NV and "Thermals"

{% hint style="info" %}
Introduced in 0.3.910
{% endhint %}

{% hint style="danger" %}
This feature is incompatible with AI. They will perceive light sources as visible and detect the emitter, even if they are not equipped with IR detection devices.
{% endhint %}

{% hint style="success" %}
This feature is MP compatible
{% endhint %}

## Infrared

Infrared (IR) laser pointers, illuminators and strobes cannot be seen by naked eye and are therefore used exclusively with IR enabled devices, such as NV scopes and NV goggles.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-0e4116ebcf9ffeb8cbe85ac9b83e61fcc5c909d1%2Fimage.png?alt=media" alt=""><figcaption><p>Green LED indicating enabled AN/PEQ16 but set to DH mode, this both laser and light not visible to naked eye.</p></figcaption></figure>

When using the IR enabled devices, the light sources will become visible.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-3c677a5010e3b904393b6b84f7c032616052cab3%2Fimage.png?alt=media" alt=""><figcaption><p>IR laser visible through NVG</p></figcaption></figure>

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-72f08aea146b1c7485d88605e9ca87a089b3e8f6%2Fimage.png?alt=media" alt=""><figcaption><p>IR illuminator visible through NVG</p></figcaption></figure>

When playing in multiplayer, other people's device light sources should display correctly as well.

## Night Vision

{% hint style="warning" %}
Using NV devices during day time is stupid.
{% endhint %}

Night Vision (NV) comes in the forms of goggles (e.g., AN/PVS-14) and scopes (e.g., 1PN93). It is used to amplify vision at night and enable viewing of light sources in infrared spectrum.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-ff978b0cdec6a142743acaa1a3718783f3462969%2Fimage.png?alt=media" alt=""><figcaption><p>Binocular AN/PVS-14 with white phosphorus tubes</p></figcaption></figure>

Different types are available for both factions, and can come in different colors and quality levels based on the technology used.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-835e821eb63408e6a4d39d0dbfeab87977ba4810%2Fimage.png?alt=media" alt=""><figcaption><p>NVG attached to helmet</p></figcaption></figure>

Goggles have to be equipped to the helmet using the **RHS Extended Inventory System** and once applied to the helmet can be activated using the **`N`** key (hold **`RShoulder+DPadRight`**).

{% hint style="info" %}
If you ADS with a weapon that has a mounted scope, it might automatically disengage the NVGs as they would be in the way.
{% endhint %}

Some Night vision scopes come with built in IR illuminators. They can be activated and disactivated by pressing and holding the **`N`** key by default (hold **`DPadRight`**).

Night vision sights do not require any special operation other than mounting them on the weapon and aiming.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-fb3094330ed8eacb85a147f7335d754e3504068c%2Fimage.png?alt=media" alt=""><figcaption><p>1PN93-1 NV sight</p></figcaption></figure>

## Thermals

A thermal sight, also known as a thermal imaging sight, is an optoelectronic device that allows the user to see in darkness, fog, or smoke, which are conditions in which regular optical sights would not be effective.

Thermal sights work by detecting the heat signatures emitted by objects and people. All things, both living and inanimate, emit infrared radiation, and the level of radiation increases with temperature. Thermal sights can pick up these signals and translate them into an image that the human eye can understand.

These sights create images by differentiating the temperature of the object being viewed from the temperature of its surroundings. Warmer objects will stand out against cooler backgrounds, making them easy to spot.

Thermal sights are commonly used in a variety of applications such as in military or law enforcement scenarios for identifying human targets, in wildlife observation for nocturnal animal watching, and in some industrial contexts for detecting heat leaks in insulation or overheating components in machinery.

Currently the base game does not offer any possibility to create realisticly functioning thermals. For the time being any "thermals" you see in the mod are white-colored NV sights with extremely high contrast as placeholders.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-88a730b6d8a6fb9e47ceadc77bda1ffec96bfa85%2Fthermals.png?alt=media" alt=""><figcaption></figcaption></figure>

## Related pages

* [Strobe Devices](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/strobe-devices)


# RHS Extended Inventory System

Put stuff on your stuff

{% hint style="info" %}
Introduced in 0.3.951
{% endhint %}

You can use the inventory system and actions to attach and swap compatible items to clothing that you are wearing.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-0e3cb2063ea0882f37f48d091dc27d74bc884cdb%2Fimage.png?alt=media" alt=""><figcaption><p>ECH helmet with attachments</p></figcaption></figure>

If you are wearing an item of clothing that has slots compatible with an item that is available to pick up either from the ground or Arsenal simply approach it and use the actions that pop up or use the inventory and drag and drop them into the item of clothing.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-e6b6f7cd97880cd075f8844f1005090969dc67f0%2Fimage.png?alt=media" alt=""><figcaption><p>Attached ECH items visible in the inventory</p></figcaption></figure>

Currently compatible item types (attachment slots vary):

| Clothing Type | Attachable Items  |
| ------------- | ----------------- |
| Helmets       | NVG               |
|               | Balaclava         |
|               | Headsets          |
|               | Strobes           |
|               | NVG Battery Packs |
|               | Velcro Patches    |

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-3617b4e037100c2e597fe0d3ab9ae5fee3a4a7d8%2Fimage.png?alt=media" alt=""><figcaption><p>Action to replace one balaclava with another</p></figcaption></figure>

You can even add patches to appropriate velcro areas. Also, using quick actions you can grab items that are attached to clothing items that are laying on the ground (e.g. grabbing NVG directly off another helmet).

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-d2eaf8ab34c2a58e703fb14ce57f8638e182de3c%2Fimage.png?alt=media" alt=""><figcaption><p>LShZ-1+ with RHS 20 Year patch and NVGs</p></figcaption></figure>

To remove the items, simply remove them from the inventory slots of the clothing item, or alternatively use the [radial menu](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/radial-menu) to detach quickly.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-6f706bd507170422f007cf2f5412fc590c5031d0%2Fimage.png?alt=media" alt=""><figcaption><p>Detaching items through radial menu</p></figcaption></figure>


# RHS Radial Menu

{% hint style="info" %}
Introduced in **0.3.787**
{% endhint %}

A new radial menu can be used with items that are equipped on your current weapon or person.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-b78e7956ceff6242d5ef5eb2561a98e8244a84b8%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

The menu automatically scans the compatible devices and their actions. Use the default **`\`** key (press and hold) on keyboard or **`RB+View`** (see below) on consoles to activate the menu and if any compatible devices are found, the menu will appear.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-6cc1ca096a1dd90db4a65efca703ccec148e464e%2Fimage.png?alt=media" alt=""><figcaption><p>XBox controller layout</p></figcaption></figure>

The first menu will let you select the device and drill down to the actions of sub-actions of that device.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-206df138bf124083b7bfc4e209f341d593b23c38%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

Release the hotkey with an action highlighted to engage it. Use the back option to go to the previous menu.

{% hint style="info" %}
You can change the key and controller bindings in the game options.
{% endhint %}

Currently compatible devices with actions:

| Device                        |
| ----------------------------- |
| AN/PEQ-16                     |
| Zenitco Perst "Klassika" V4.0 |
| LTSU-1                        |
| 1P63                          |
| M27                           |
| RPG7                          |

As of version 0.3.951 item added to your inventory using the **RHS Extended Inventory System** can also show up in the menu and can be take off without going to the inventory.

## Related pages

* [Strobe Devices](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/strobe-devices)


# Close Air Support

{% hint style="info" %}
Introduced in **0.6.1649**
{% endhint %}

{% embed url="<https://youtu.be/rWu2Ml7r-vA>" %}

The Game Master mode introduces to the player the ability to call in air strikes using various new placeable objects.

The entries can be found in the catalogue under Systems.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-0b4a1a50a7a0db359903b8aab56e6bbbc22bd1ae%2Fimage.png?alt=media" alt=""><figcaption><p>GBU-12 and Kh-55</p></figcaption></figure>

Select the object and place it on the ground where you woulds like the warhead to strike. Use Shift and drag to change direction of the attack.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-7a4849b3ee41dd8a35eaa444a6034856f7e3b3e9%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

Each payload has its own delivery time and explosive strength.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-c2a874b46350f9ba17b30d24323e17e60994aadd%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

## How to modify the RHS CISS airdrop contents:

{% embed url="<https://youtu.be/u2xxiS7HnwA>" %}


# Navigation and Positioning

The mod contains devices that show your position and help you navigate on the map. There are hand-held GPS receivers and digital watches.

All devices show your coordinates. The hand-held receivers also manage waypoints and routes, give navigation to a point, and receive target data from a laser rangefinder.

## Hand-held devices

| Device                                                                                                 | Faction | Interface                  |
| ------------------------------------------------------------------------------------------------------ | ------- | -------------------------- |
| [AN/PSN-13 DAGR](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/gadgets/dagr)  | BLUFOR  | English, monochrome screen |
| [14Ts8009 Orion](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/redfor/gadgets/orion) | REDFOR  | Russian, colour screen     |

Put the device in a quick slot and take it in your hand. Raise it and inspect it to use the keypad. You can also click the keys on the device with the mouse. Go to the page of each device for the keys and the menus.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-a8bb996cf4cee99e241b1529d8c3bdd2df8558f8%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-2de9c83f90d25f2c082a76669d58328b2b400499%2Fimage.png?alt=media" alt=""><figcaption><p>DAGR in OFF mode</p></figcaption></figure>

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-b034d2b459f9dceaa43a4df49dbd2fde7319f882%2Fimage.png?alt=media" alt=""><figcaption><p>DAGR displaying position and elevation</p></figcaption></figure>

### Functions

The DAGR and the Orion have the same functions:

| Function          | Description                                                                                                                                                                                                                               |
| ----------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Position          | Grid, elevation, speed, track and position error.                                                                                                                                                                                         |
| Waypoints         | Make, edit and delete waypoints. The waypoints stay in the device.                                                                                                                                                                        |
| Direct navigation | Navigate to a waypoint, a point on the map or a target. The device shows the azimuth and the range.                                                                                                                                       |
| Routes            | Up to 15 routes with legs between waypoints. The device goes to the next leg when you are near the waypoint.                                                                                                                              |
| Alerts            | An approach alert and an arrival alert, with a beep.                                                                                                                                                                                      |
| Rangefinder link  | Receives the target from a linked [Vector 21](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/gadgets/vector-21) or [PDU-4](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/redfor/gadgets/pdu-4). |
| Images            | Raster maps of Everon, Arland and Kolguyev.                                                                                                                                                                                               |

The device keeps its state when you put it away. The waypoints, the routes, the active navigation and the settings stay with the device, also when you give it to another player.

### Rangefinder link

You can send a laser measurement from a rangefinder to the GPS receiver. Both devices can link to either rangefinder.

```mermaid
flowchart LR
    A[Link the rangefinder on the GPS] --> B[Measure the range with R]
    B --> C[GPS shows the target data]
    C --> D[Save as waypoint]
    C --> E[Navigate to the target]
```

1. Carry the GPS receiver and the rangefinder on the same character.
2. On the GPS receiver, select the rangefinder in the link list (DAGR: **Communications**, Orion: **ПРИКЛАДНЫЕ > ДАЛЬНОМЕР**).
3. Measure the range to the target with the rangefinder.
4. The GPS receiver beeps and shows the target data: range, azimuth, inclination, coordinates, elevation and the source.
5. Save the target as a waypoint, or start the navigation to the target.

### Map view

If you have a map and a hand-held device, push the globe button in the map toolbar. The map shows a copy of your device.

The copy shows the live state of the device: your position, the waypoints, the active navigation and the last target data. The status pages, the navigation pages and the target data page stay open in the map view. Menus and edit pages do not show in the map view.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-8114cf29b519aee343d65d352a75b79d98432393%2Fimage.png?alt=media" alt=""><figcaption><p>DAGR in map view</p></figcaption></figure>

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-95bc23ee484c65f93619f813891e2c7a2f7d1387%2Fimage.png?alt=media" alt=""><figcaption><p>Orion in map view</p></figcaption></figure>

{% hint style="info" %}
If you carry more than one GPS receiver, the map view shows the first device that it finds. This is not always the device that you used last.
{% endhint %}

## Digital watches

Some digital watches, for example the [Garmin Tactix Bravo](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/garmin-tactix-bravo), also have navigation functions. Put the watch in the watch slot to wear it on your wrist.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-d86ea11533ca0f36ed48edae1a69b18645c346bc%2Fimage.png?alt=media" alt=""><figcaption><p>Garmin on the wrist</p></figcaption></figure>

Put the watch in a quick slot and inspect it to change the mode.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-78df6d861e1a3589a2c4d874aeb9692d172c6398%2Fimage.png?alt=media" alt=""><figcaption><p>Inspection of Garmin</p></figcaption></figure>

Use **Switch Mode** to show the information that you need.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-06f08184852a1ab4ed2482e14262a710cf56d134%2Fimage.png?alt=media" alt=""><figcaption><p>Garmin positioning</p></figcaption></figure>

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-5745f991ea0309faeebd8806a40aeffd907a7815%2Fimage.png?alt=media" alt=""><figcaption><p>Garmin compass</p></figcaption></figure>

The watch keeps the selected mode when you remove it from the quick slot.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-93cce563b005fa4a7d16abaed614896b0be87765%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

## Related pages

* [AN/PSN-13 DAGR](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/gadgets/dagr)
* [14Ts8009 Orion](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/redfor/gadgets/orion)
* [Vector 21](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/gadgets/vector-21)
* [PDU-4](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/redfor/gadgets/pdu-4)
* [Garmin Tactix Bravo](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/garmin-tactix-bravo)
* [GPS Devices and Rangefinder Link](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/for-developers/gps-devices-and-rangefinder-link) (for mod makers)


# EARHS

EARHS is an independent subsystem of RHS modification that will allow you to interact with modern radios and other operational electronics on an immersive level.

For the purposes of implementing many different communication systems, we reorganized the modification. The redesign included the implementation of various systems and functionalities, but currently, the devices are part of the above mod and will be developed within it.

\
\
Currently, as part of the modification, we support and develop the following systems.

{% content-ref url="/pages/NlnukxE7ezVcKIU1mdZI" %}
[AN / PRC 152](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/gadgets/an-prc-152)
{% endcontent-ref %}

{% content-ref url="/pages/15KOFFx8Nz1Sg3pub0cg" %}
[AN / PRC 117](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/gadgets/an-prc-117)
{% endcontent-ref %}


# GPS Radio Beacon

**Overview:**\
The GPS Radio Beacon is a compact, waterproof professional tracking device designed for emergency location marking and vehicle tracking. Featuring a real-time GPS and LBS (Location-Based Service) tracking system, it provides accurate position data within a 4 km transmission range. Operating on a 101-225 kHz frequency band.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-84c743870270ecf172f6167f399a252efe104768%2Fbeacon.png?alt=media" alt=""><figcaption></figcaption></figure>

**Development & Background:**\
The GPS Radio Beacon was developed to enhance situational awareness and emergency response capabilities in combat zones, covert operations, and search-and-rescue missions. Inspired by maritime distress beacons, it incorporates modern tracking solutions, allowing users to transmit location data via GSM, SMS, or Internet-based networks.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-d5f4cf837f9475642cfa81ba05fd53d8a56f45ba%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

**Service & Usage:**\
The GPS Radio Beacon is widely used in military reconnaissance, law enforcement surveillance, and emergency response scenarios. Operators can remotely monitor movements through the use of the [Spectrum Device](https://docs.rhsmods.org/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/spectrum-device).

| Category     | Data                        |
| ------------ | --------------------------- |
| Purpose      | GPS Tracker                 |
| Weight       | 400g                        |
| Frequency    | 101 - 225kHz                |
| Range        | 4km                         |
| Battery Life | 15 minutes                  |
| Faction      | RHS USMC, RHS AFRF, RHS ION |


# Garmin Tactix Bravo

**Overview:**\
The **Garmin Tactix Bravo** is a **rugged, multisport GPS tactical watch** engineered for **military professionals, law enforcement, and outdoor adventurers**. Designed to combine **tactical functionality** with **smartwatch features**, the Tactix Bravo includes **dual-mode GPS/GLONASS navigation**, **stealth mode**, **jumpmaster support**, and **topographical tracking** — all within a **non-reflective, low-profile casing**. It also supports **smart notifications**, **fitness metrics**, and **mission-ready features** like **waypoint projection** and **night vision compatibility**.

**Development & Background:**\
The **Tactix Bravo** was developed by Garmin to meet the **specialized needs of tactical operators** and outdoor professionals requiring **reliable navigation and performance tracking tools in demanding environments**. Building upon Garmin’s established Fenix series, the Tactix Bravo added **military-grade features**, including **tactical activity profiles**, **kill switch**, and **stealth mode** — which disables wireless communications and stops storing/sharing GPS data. The device features **sapphire crystal for scratch resistance**, a **diamond-like carbon (DLC)-coated stainless steel bezel**, and **nylon or silicone interchangeable bands**, optimizing it for **both combat and training scenarios**.

**Service & Usage:**\
The Garmin Tactix Bravo is used by **military personnel, special operations forces, law enforcement officers, and survivalists** in the field. Its **stealth functionality, jumpmaster mode, and waypoint projection tools** allow for accurate **airborne deployment, land navigation, and recon operations**. Its **smartwatch capabilities** — including heart rate monitoring, step counting, and smart notifications — provide added utility for **fitness training and operational readiness**. The Tactix Bravo has been praised for its **durability, long battery life (up to 20 hours in GPS mode), and compatibility with NVG equipment**, making it a **trusted companion in both tactical and everyday settings**.

{% embed url="<https://youtu.be/CLGuPS3VLOQ>" %}


# Hearing Protection

{% hint style="info" %}
Introduced in **0.17**
{% endhint %}

Active headsets protect your hearing from gunfire and explosions. The electronics amplify quiet sounds, such as steps and speech, and clamp down on loud sounds, such as shots. Without hearing protection, loud sounds cause ringing in the ears and muffled hearing.

## Requirements

You must wear one of these items:

* An active headset on its own, for example the CT-VI, Liberator II, Supreme Pro-X, Impact Sport or 6M2 headset.
* A headset attached to the headset slot of a helmet or hat.
* A helmet with an integrated headset, for example the Ops-Core with AMP, ECH HC, LShZ HC, Spartan, TBH or TOR helmets with a headset.

The system works only when you hear through a living character. On the respawn screen, as a spectator or in the Game Master camera, there is no hearing damage.

## How it works

The headset has 4 levels and an **Off** position. A new headset starts at level **2**.

| Level  | Effect                                                                                                                        |
| ------ | ----------------------------------------------------------------------------------------------------------------------------- |
| Off    | The ear cups attenuate all sounds (passive ear muffs). The world is quieter.                                                  |
| 1 to 4 | The electronics are on. Quiet sounds become louder, loud sounds are compressed. Each level increases the volume of the world. |

When the electronics are on, a limiter reacts to loud sounds. A shot or a blast lowers the volume immediately. The volume then comes back in approximately 0.35 s. The limiter reacts when the sound reaches you, so a distant shot has a delay (speed of sound, 343 m/s).

Without hearing protection, each loud sound adds to your noise exposure. The exposure decreases over time (half-life 45 s). When the exposure is too high:

1. Your ears ring for approximately 7 s.
2. All sounds become muffled.
3. Your hearing recovers in approximately 15 s.

```mermaid
stateDiagram-v2
    [*] --> Normal
    Normal --> Ringing: Exposure too high (no headset)
    Ringing --> Recovery: Ringing stops
    Recovery --> Normal: After about 15 s
    Normal --> Protected: Put on a headset
    Protected --> Normal: Take off the headset
```

{% hint style="info" %}
The ringing obeys the **Tinnitus** setting in the game audio options. If you turn it off, you hear no ringing, but the muffled hearing stays.
{% endhint %}

## Usage

To change the level of your headset:

1. Put on a headset or a helmet with a headset.
2. Push **`End`**. The level goes to the next step: Off, 1, 2, 3, 4, then Off again.
3. Listen to the beeps. One beep is one level. A click means **Off**.

You can also set the level from the RHS radial menu. Select the headset, then select **Set level** and the level you want.

| Keys            | Action                         | Result                                                 |
| --------------- | ------------------------------ | ------------------------------------------------------ |
| **`End`**       | Cycle hearing protection level | The level goes to the next step and the headset beeps. |
| RHS radial menu | Set level                      | The headset goes to the selected level.                |

The HUD indicator is at the bottom-right of the screen, above the weapon device indicator. It shows a headphones icon and the level number or **Off**. The indicator is grey when the electronics are off. It is bright for 3 s after a change, then it fades. It is hidden when you do not wear a headset.

You can change the key in **Settings > Keybinds**. See also [Default Key Bindings](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/default-key-binds).

## Configuration

Each headset prefab has an `RHS_HearingProtectionComponent`. Change these attributes in Workbench to make a different headset:

| Attribute               | Default | Description                                                                                        |
| ----------------------- | ------- | -------------------------------------------------------------------------------------------------- |
| `m_iLevelCount`         | 4       | Number of amplification levels.                                                                    |
| `m_iDefaultLevel`       | 2       | Level when the headset is worn for the first time. 0 = Off.                                        |
| `m_fPassiveVolume`      | 0.3     | Volume of the world when the electronics are off.                                                  |
| `m_fMinLevelVolume`     | 0.45    | Volume of the world at level 1.                                                                    |
| `m_fMaxLevelVolume`     | 1       | Volume of the world at the highest level.                                                          |
| `m_fLimiterThresholdDb` | 82      | Sound level in dB above which the limiter reacts.                                                  |
| `m_fLimiterFloor`       | 0.15    | Lowest volume the limiter can go to.                                                               |
| `m_fLimiterRelease`     | 0.35    | Time in seconds for the volume to come back after a loud sound.                                    |
| `m_fDynamicRange`       | -1.5    | Game dynamic range when the electronics are on. -1.5 = loud sounds -10.5 dB, quiet sounds +3.5 dB. |

## Known limitations

* The system is local to each player. Other players do not hear the change.
* Headsets with only a passive function (for example the CVC tanker helmet, the ZSh-7 pilot helmet and the TSh-4) do not give hearing protection.
* There is no flip-up position. A worn headset always protects.

## Related pages

* [3M™ PELTOR™ ComTac™ VI](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/helmets/3m-tm-peltor-tm-comtac-tm-vi)
* [RHS Radial Menu](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/radial-menu)
* [Default Key Bindings](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/default-key-binds)
* [Hearing Protection Headsets](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/for-developers/hearing-protection-headsets) (for mod makers)

## Prefabs

{% hint style="info" %}
Use these prefabs in Workbench or in your own mission/mod.
{% endhint %}

| Prefab                                                                                                 | Description                                         |
| ------------------------------------------------------------------------------------------------------ | --------------------------------------------------- |
| `{1F49EEF2B889F0C1}Prefabs/Characters/HeadGear/Headphones_Peltor/Headphones_Peltor_base.et`            | CT-VI headset, base                                 |
| `{EB916F0BF524EF25}Prefabs/Characters/HeadGear/Headphones_Peltor/Headphones_Peltor_black.et`           | CT-VI headset, black                                |
| `{6D6ADA201AD4E09B}Prefabs/Characters/HeadGear/Headphones_Peltor/Headphones_Peltor_olive.et`           | CT-VI headset, olive                                |
| `{85D618A51C013F7A}Prefabs/Characters/HeadGear/Headphones_Peltor/Headphones_Peltor_yellow.et`          | CT-VI headset, yellow                               |
| `{52BE66B6E343D441}Prefabs/Characters/HeadGear/Headphones_Impact/Headphones_Impact.et`                 | Impact Sport earmuffs, inherits CT-VI base          |
| `{2162B5F1B9F5F6BB}Prefabs/Characters/HeadGear/Headphones_Sordin_Liberator/Headphones_Sordin_base.et`  | Supreme Pro-X headset, base                         |
| `{63F1353AF0D18504}Prefabs/Characters/HeadGear/Headphones_Sordin_Liberator/Headphones_Sordin_black.et` | Supreme Pro-X headset, black                        |
| `{3FDA3C5B74681C25}Prefabs/Characters/HeadGear/Headphones_Sordin_Liberator/Headphones_liberator.et`    | Liberator II TCI headset                            |
| `{F8554F236521F974}Prefabs/Characters/HeadGear/Headphones_6M2/headphones_6m2.et`                       | 6M2 (GSh-01) headset                                |
| `{150CBCB5E706F291}Prefabs/Characters/HeadGear/Headphones_6M2/Headphones_6M2-1.et`                     | 6M2-1 (GSh-01-01) headset                           |
| `{FE551345A4A69E3D}Prefabs/Characters/HeadGear/Hat_USMC_Boonie/Hat_USMC_Boonie_Comtac.et`              | USMC boonie hat with CT-VI headset                  |
| `{7CA231DDB758BEAE}Prefabs/Characters/HeadGear/Hat_USMC_Boonie/Hat_USMC_Boonie_wd_Comtac.et`           | USMC boonie hat with CT-VI headset, MARPAT woodland |

<details>

<summary>Helmets with an integrated headset (base prefabs, variants inherit)</summary>

| Prefab                                                                                                                | Description                                  |
| --------------------------------------------------------------------------------------------------------------------- | -------------------------------------------- |
| `{31DDB78459E84B5A}Prefabs/Characters/HeadGear/Helmet_ECH/Helmet_ECH_hc_v_r_l.et`                                     | ECH-M Helmet HC (LB II)                      |
| `{C50D23658C5A6F86}Prefabs/Characters/HeadGear/Helmet_ECH/Helmet_ECH_hc_v_r_p.et`                                     | ECH-M Helmet HC (CT-VI)                      |
| `{97C8979A8B09A870}Prefabs/Characters/HeadGear/Helmet_LShZ/Helmet_LShZ_HC_3M_atacs.et`                                | Helmet LShZ HC 3M atacs                      |
| `{D585D22578362515}Prefabs/Characters/HeadGear/Helmet_LShZ/Helmet_LShZ_HC_3M_black.et`                                | Helmet LShZ HC 3M black                      |
| `{39B0FB281A8CA301}Prefabs/Characters/HeadGear/Helmet_LShZ/Helmet_LShZ_HC_3M_emr.et`                                  | Helmet LShZ HC 3M emr                        |
| `{2459B8B0FCB784C5}Prefabs/Characters/HeadGear/Helmet_LShZ/Helmet_LShZ_new_Blk_HC_Peltor.et`                          | Helmet LShZ new Blk HC Peltor                |
| `{DB18850254AD9A37}Prefabs/Characters/HeadGear/Helmet_LShZ/Helmet_LShZ_new_Blk_HC_Sordin.et`                          | Helmet LShZ new Blk HC Sordin                |
| `{0926450410F16E7A}Prefabs/Characters/HeadGear/Helmet_LShZ/Helmet_LShZ_new_OD_HC_Peltor.et`                           | Helmet LShZ new OD HC Peltor                 |
| `{F66778B6B8EB7088}Prefabs/Characters/HeadGear/Helmet_LShZ/Helmet_LShZ_new_OD_HC_Sordin.et`                           | Helmet LShZ new OD HC Sordin                 |
| `{AA281E75D1074806}Prefabs/Characters/HeadGear/Helmet_LShZ/variants/RGOlive/Helmet_LShZ_new_Blk_HC_Sordin_RGOlive.et` | Helmet LShZ new Blk HC Sordin RGOlive        |
| `{CEE549AB5D10AD92}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_LBH_AOR1_Amp.et`                         | LBH Helmet (AMPS) - AOR1                     |
| `{BE9D3BFE3682D196}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_LBH_AOR1_Liberator.et`                   | Helmet OPSCORE LBH AOR1 Liberator            |
| `{FE5EDB072FF41187}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_LBH_AOR1_Peltor.et`                      | LBH Helmet (CT-VI) - AOR1                    |
| `{7C320B4002B29E0A}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_LBH_AOR2_Amp.et`                         | LBH Helmet (AMPS) - AOR2                     |
| `{C52A9FD1C91DF7B9}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_LBH_AOR2_Liberator.et`                   | Helmet OPSCORE LBH AOR2 Liberator            |
| `{D47AFCA4D91A77A8}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_LBH_AOR2_Peltor.et`                      | LBH Helmet (CT-VI) - AOR2                    |
| `{20FEE7AF45D6D123}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_MID_AMP.et`                              | Helmet OPSCORE MID AMP                       |
| `{48341E9725A44B11}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_MID_FG_AMP.et`                           | FAST XP Sentry Helmet (AMPS) - Foliage Green |
| `{8E35CFEB34D060AA}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_MID_GRAY_AMP.et`                         | FAST XP Sentry Helmet (AMPS) - Black         |
| `{92405C6F3EA91DC8}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_MID_MC_AMP.et`                           | FAST XP Sentry Helmet (AMPS) - MCAM          |
| `{E823D85FC3B32845}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_MT_AMP.et`                               | FAST MT Helmet (AMPS) - Urban Tan            |
| `{97A2E60C473269E4}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_MT_Liberator.et`                         | Helmet OPSCORE MT Liberator                  |
| `{615BAA4C844855DD}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_MT_MARPAT_AMP.et`                        | FAST MT Helmet (AMPS) - AOR1                 |
| `{13AD09FB14041481}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_MT_MARPAT_Liberator.et`                  | Helmet OPSCORE MT MARPAT Liberator           |
| `{E3A3F457A1705C15}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_MT_MARPAT_PELTOR.et`                     | FAST MT Helmet (CT-VI) - AOR1                |
| `{D928AB10EAB641BC}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_MT_MC_AMP.et`                            | FAST MT Helmet (AMPS) - MCAM                 |
| `{F4EA5339BC3DA620}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_MT_MC_Liberator.et`                      | Helmet OPSCORE MT MC Liberator               |
| `{7DD9CEADA6D3B92E}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_MT_MC_PELTOR.et`                         | FAST MT Helmet (CT-VI) - MCAM                |
| `{E9BBF15608D735A7}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_MT_Peltor.et`                            | FAST MT Helmet (CT-VI) - Urban Tan           |
| `{9AC01CB0720E1E9C}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_SF_Coy_AMP.et`                           | FAST SF Helmet (AMPS) - Tan                  |
| `{144F85C6489875B7}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_SF_Coy_Peltor.et`                        | FAST SF Helmet (CT-VI) - Tan                 |
| `{545A62848B160658}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_SF_Grey_Peltor.et`                       | FAST SF Helmet (CT-VI) - Gray                |
| `{5E9930764CE81FF8}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_XP_AMP.et`                               | FAST XP Helmet (AMPS) - Urban Tan            |
| `{4B11814B9B9BC84E}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_XP_Black_AMP.et`                         | FAST XP Helmet (AMPS) - Black                |
| `{A770F24887D74E49}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_XP_Black_Liberator.et`                   | Helmet OPSCORE XP Black Liberator            |
| `{6451FB59BAB301CA}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_XP_Black_PELTOR.et`                      | FAST XP Helmet (CT-VI) - Black               |
| `{79125112CD4BC0C4}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_XP_FG_AMP.et`                            | FAST XP Helmet (AMPS) - Foliage Green        |
| `{24916984EA94E6DA}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_XP_FG_Liberator.et`                      | Helmet OPSCORE XP FG Liberator               |
| `{0C04EB95B5DFA2A8}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_XP_FG_PELTOR.et`                         | FAST XP Helmet (CT-VI) - Foliage Green       |
| `{51858E5133158686}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_XP_Liberator.et`                         | Helmet OPSCORE XP Liberator                  |
| `{A36613EAD646961D}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_XP_MC_AMP.et`                            | FAST XP Helmet (AMPS) - MCAM                 |
| `{58DD402E6A25C776}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_XP_MC_Liberator.et`                      | Helmet OPSCORE XP MC Liberator               |
| `{BBFEA6F0D2F4564C}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_XP_MC_PELTOR.et`                         | FAST XP Helmet (CT-VI) - MCAM                |
| `{93F549AC3427E206}Prefabs/Characters/HeadGear/Helmet_OPSCORE/Helmet_OPSCORE_XP_PELTOR.et`                            | FAST XP Helmet (CT-VI) - Urban Tan           |
| `{FDA7DCB260C871CF}Prefabs/Characters/HeadGear/Helmet_Spartan3/Helmet_Spartan3_FG_Peltor.et`                          | Spartan 3 Helmet (CT-VI) - ATACS-FG          |
| `{02E6E100C8D26F3D}Prefabs/Characters/HeadGear/Helmet_Spartan3/Helmet_Spartan3_FG_Sordin.et`                          | Spartan 3 Helmet (Pro-X) - ATACS-FG          |
| `{B51CAC65AFF99BD9}Prefabs/Characters/HeadGear/Helmet_Spartan3/Helmet_Spartan3_MC_Sordin.et`                          | Spartan 3 Helmet (Pro-X) - MCAM              |
| `{522497DBEF2795E6}Prefabs/Characters/HeadGear/Helmet_Spartan3/Helmet_Spartan3_OD_Sordin.et`                          | Spartan 3 Helmet (Pro-X) - Olive             |
| `{EAFC083A9167007B}Prefabs/Characters/HeadGear/Helmet_TBH3A/Helmet_TBH3A_HC_Liberator.et`                             | Helmet TBH3A HC Liberator                    |
| `{CBBC1B256EAFC4E9}Prefabs/Characters/HeadGear/Helmet_TBH3A/Helmet_TBH3A_HC_Peltor.et`                                | TBH-IIIA Helmet HC (CT-VI) - Tan             |
| `{11A6FB2B62A8845B}Prefabs/Characters/HeadGear/Helmet_TOR/Helmet_TOR_medium_amp.et`                                   | Tor M Helmet (AMPS) - Olive                  |
| `{0607207EE1A65815}Prefabs/Characters/HeadGear/Helmet_TOR/Helmet_TOR_small_green_peltor.et`                           | Tor S Helmet (CT-VI) - Olive                 |
| `{F9461DCC49BC46E7}Prefabs/Characters/HeadGear/Helmet_TOR/Helmet_TOR_small_green_sordin.et`                           | Tor S Helmet (Pro-X) - Olive                 |
| `{C67B6FED199A1163}Prefabs/Characters/HeadGear/Helmet_TOR/Helmet_TOR_small_peltor_black.et`                           | Tor S Helmet (CT-VI) - Black                 |
| `{79CC1DB67F1C8FCF}Prefabs/Characters/HeadGear/Helmet_TOR/Helmet_TOR_small_sordin_black.et`                           | Tor S Helmet (Pro-X) - Black                 |
| `{1CB7F72BBD5E2972}Prefabs/Characters/HeadGear/Helmet_TOR2/Helmet_TOR2M_AMP_olive.et`                                 | Tor-2 Helmet M (AMPS) - Olive                |

</details>


# Strobe Devices

Strobe marker lights show the position of a soldier, a vehicle or a point at night. Most of them flash in infrared (IR), so only night vision devices see them. You can wear a strobe on the helmet, hold it, throw it or place it on a surface.

## Requirements

You need one of these strobes:

| Strobe                          | Weight | Light                                                                      |
| ------------------------------- | ------ | -------------------------------------------------------------------------- |
| HEL-STAR 6 Strobe Marker Light  | 65 g   | IR strobe (2 modes), visible green, visible red                            |
| MS2000 (M2) Strobe Marker Light | 104 g  | IR strobe with the visible light filter, visible strobe without the filter |
| VIP Strobe Marker Light         | 112 g  | IR strobe                                                                  |

To see an IR strobe, use a night vision device, for example the [AN/PVS-14](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/gadgets/an-pvs-14). See also [RHS IR, NV and "Thermals"](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/rhs-ir-and-nv).

## How it works

A strobe can be in four places. You control the light in each place:

```mermaid
flowchart LR
    I[Inventory] -->|Attach To| H[On the helmet]
    I -->|Quick slot| D[In hand]
    D -->|LMB| T[Thrown]
    D -->|Hold RMB + LMB| P[Placed]
    T -->|Pick up| I
    P -->|Pick up| I
    H -->|Detach From| I
```

The strobe keeps its mode and its on/off state when it moves from one place to another.

## Usage

### Wear a strobe on the helmet

1. Open the inventory.
2. Select the strobe and select **Attach To** to put it on the velcro of your helmet.
3. Open the [RHS Radial Menu](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/radial-menu) to turn the strobe on or off and to change the mode.

Use **Detach From** to remove the strobe, or **Replace With** to change it for another item.

{% hint style="info" %}
Some helmets come with a strobe already attached.
{% endhint %}

### Hold a strobe

1. Put the strobe in a quick slot.
2. Select the quick slot. You hold the strobe like a grenade.
3. Open the [RHS Radial Menu](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/radial-menu) to turn the strobe on or off and to change the mode.

### Throw a strobe

1. Hold the strobe in your hand.
2. Turn the strobe on.
3. Push the left mouse button (**`LMB`**) to throw it, like a grenade.

When the strobe stops on the ground, you can pick it up again after approximately 1 s.

### Place a strobe

1. Hold the strobe in your hand.
2. Push and hold the right mouse button (**`RMB`**). A preview shows where the strobe goes.
3. Aim at a wall, the ground or a vehicle, not more than 1.4 m away.
4. Push the left mouse button (**`LMB`**) to place the strobe.

The strobe sticks to the surface with the light away from it. A strobe on a vehicle moves with the vehicle.

### Control a thrown or placed strobe

Look at the strobe and use the action menu:

* **Turn ON** / turn off.
* Change the mode (HEL-STAR 6 and MS2000).
* **Pick up** the strobe.

| Keys                       | Action         | Result                                                                      |
| -------------------------- | -------------- | --------------------------------------------------------------------------- |
| **`LMB`**                  | Throw          | The strobe is thrown like a grenade.                                        |
| Hold **`RMB`** + **`LMB`** | Place          | The strobe is placed on the surface.                                        |
| Gamepad: hold **`LT`**     | Place mode     | Shows the placement preview.                                                |
| RHS radial menu            | Power and mode | Turns the strobe on or off, or changes the mode (on the helmet or in hand). |

### Modes

<details>

<summary>HEL-STAR 6</summary>

| Mode    | Light                  |
| ------- | ---------------------- |
| Mode A1 | Visible green          |
| Mode A2 | Visible red            |
| Mode B1 | IR strobe, short cycle |
| Mode B2 | IR strobe, long cycle  |

</details>

<details>

<summary>MS2000</summary>

| Action                      | Light               |
| --------------------------- | ------------------- |
| Put on visible light filter | IR strobe (default) |
| Remove visible light filter | Visible strobe      |

</details>

The VIP strobe has only the IR strobe.

{% hint style="warning" %}
A visible strobe can show your position to the enemy without night vision. Use the IR modes when you do not want to be seen.
{% endhint %}

## Configuration

Each throwable strobe has an `RHS_ThrowablePlaceableItemComponent`. Change these attributes in Workbench:

| Attribute                        | Default | Description                                                                             |
| -------------------------------- | ------- | --------------------------------------------------------------------------------------- |
| `m_bRequireAimToPlace`           | 1       | Show the placement preview only while you hold **`RMB`**. Otherwise the item is thrown. |
| `m_bAlignForwardToSurfaceNormal` | 1       | Place the item with its front (local Z axis) away from the surface.                     |
| `m_bPickableAfterThrow`          | 1       | Replace a thrown item with a normal item when it stops, so you can pick it up.          |
| `m_bSkipPlacementAnimation`      | 1       | Place the item without the placing animation.                                           |

## Known limitations

* The placing has no animation. Grenade animation sets have no placing animation.
* Other strobe lights (for example on some helmet counterweights and the V-Lite) are fixed on the helmet. You cannot throw or place them.

## Related pages

* [RHS Radial Menu](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/radial-menu)
* [RHS IR, NV and "Thermals"](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/rhs-ir-and-nv)
* [RHS Extended Inventory System](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/rhs-extended-inventory-system)
* [Throwable and Placeable Items](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/for-developers/throwable-and-placeable-items) (for mod makers)

## Prefabs

{% hint style="info" %}
Use these prefabs in Workbench or in your own mission/mod.
{% endhint %}

| Prefab                                                                           | Description                                         |
| -------------------------------------------------------------------------------- | --------------------------------------------------- |
| `{5F7EF7FEBC39B874}Prefabs/Items/Equipment/Nightvision/HelstarStrobe/Helstar.et` | HEL-STAR 6 strobe, inherits vanilla `Throw_Base.et` |
| `{643AB339663E92F7}Prefabs/Items/Equipment/Nightvision/MS2000/Marker_MS2000.et`  | MS2000 strobe, inherits vanilla `Throw_Base.et`     |
| `{8F54EE49D3317266}Prefabs/Items/Equipment/Nightvision/VipLight/VipLight.et`     | VIP strobe, inherits vanilla `Throw_Base.et`        |


# Weapon Light and Laser Devices

Weapon lights and laser devices have their own keys. One key group controls the lights and one key group controls the lasers. If a weapon has more than one device of the same type, you select which one the keys control. A small indicator on the screen shows the devices and their state.

## Requirements

You need a weapon with one or more of these attachments:

* A weapon light, for example the M300C.
* A laser or a laser/illuminator device, for example the AN/PEQ-15, AN/PEQ-16A, AN/PSQ-23, PERST-3 or LTsU-A.

See [RHS IR, NV and "Thermals"](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/rhs-ir-and-nv) for the IR lasers and illuminators.

## How it works

Each device on the weapon has a role: **light** or **laser**.

* AN/PEQ-15, AN/PEQ-16, PERST, AN/PSQ-23 (MBS) and LTsU-A are **lasers**.
* All other weapon lights are **lights**.

One key press controls only one device:

1. The key goes to the device of its own role.
2. If there are two or more devices of that role, the key goes to the selected device. Use the select key to change it.
3. If the weapon has no device of that role, the key controls the device of the other role.

```mermaid
flowchart LR
    K[Push light or laser key] --> R{Device of this role on the weapon?}
    R -- No --> O[Control the device of the other role]
    R -- Yes --> N{More than one?}
    N -- No --> D[Control that device]
    N -- Yes --> S[Control the selected device]
```

## Usage

| Keys              | Action          | Result                                                                                     |
| ----------------- | --------------- | ------------------------------------------------------------------------------------------ |
| **`=`**           | Toggle light    | Turns the light on or off.                                                                 |
| **`=`** two times | Light mode      | Changes the mode of the light.                                                             |
| Hold **`=`**      | Momentary light | The light is on while you hold the key.                                                    |
| **`-`**           | Toggle laser    | Turns the laser on or off.                                                                 |
| **`-`** two times | Laser mode      | Changes the mode of the laser, for example visible or IR.                                  |
| Hold **`-`**      | Momentary laser | The laser is on while you hold the key.                                                    |
| **`]`**           | Select device   | Selects the next device of the same role. Works only with two or more devices of one role. |

### Gamepad

| Buttons                               | Action          |
| ------------------------------------- | --------------- |
| Hold **`Y`** + D-pad left, two times  | Toggle light    |
| Hold **`Y`** + D-pad right, two times | Light mode      |
| Hold D-pad left                       | Momentary light |
| Hold **`Y`** + D-pad left, one time   | Toggle laser    |
| Hold **`Y`** + D-pad right, one time  | Laser mode      |
| Hold D-pad right                      | Momentary laser |
| Hold **`Y`** + D-pad up               | Select device   |

You can change all keys in **Settings > Keybinds**, in the **RHS** category.

### Indicator

The indicator is at the bottom-right of the screen, above the [Hearing Protection](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/hearing-protection) indicator:

* It shows one row for the light and one row for the laser, with the name of the device.
* **(1/2)** shows which device is selected when there are two devices of the same role.
* White means on. Grey means off.
* The indicator is bright for 3 s after a change, then it fades.

## Known limitations

* The keys work only for the weapon in your hands.
* Devices on the helmet, for example the NVG illuminator, use their own keys. See [Default Key Bindings](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/default-key-binds).

## Related pages

* [Default Key Bindings](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/default-key-binds)
* [RHS IR, NV and "Thermals"](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/rhs-ir-and-nv)
* [RHS Radial Menu](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/radial-menu)


# Default Key Bindings

RHS contains more than a few key binds and this pages is here to give generic description of what each of them do. Note that in some cases their behavior might differ depending on the device and in such case its respective page should have information about that.

### Night Vison Bindings

Default key binds for all night vision elements like for example NVG such as PVS-14. These can also be applicable to NV devices in vehicle optics.

<table><thead><tr><th>Label</th><th width="127">Keyboard</th><th width="154">Gamepad</th><th>Description</th></tr></thead><tbody><tr><td>Night vision device</td><td><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-a3658fa6b519157379efed649904d6c484b6dc7d%2Fimage.png?alt=media" alt=""></td><td><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-6ed1156dc08e3bef7e7550648b8276e9bdc62df2%2Fimage.png?alt=media" alt="" data-size="original"></td><td>Toggle On/Off currently used NV device.</td></tr><tr><td>NVG built in illuminator</td><td><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-1599aeb2685ac40aa8a5c32b6b0b8c578b176dd5%2Fimage.png?alt=media" alt="" data-size="original"></td><td><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-3e2ffd9ab1e0baaacf601b1fedb301b9e23ec2f3%2Fimage.png?alt=media" alt="" data-size="original"></td><td>Toggle On/Off built in illuminator of currently used NVG.</td></tr><tr><td>Increase NV device gain</td><td><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-caa0fc291646a4d5799d50179451cffbc7d8723b%2Fimage.png?alt=media" alt="" data-size="original"></td><td><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-a7f7e680dd0e53457b2ec96588fa3d7b4eb58a56%2Fimage.png?alt=media" alt="" data-size="original"></td><td>Increases the gain of the NV device, making things appear brighter.</td></tr><tr><td>Reduce NV device gain</td><td><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-f59b254e142d765cf42bbc863fd42153a96aa791%2Fimage.png?alt=media" alt="" data-size="original"></td><td><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-3af49bd964dca19de97ca1240d6742b5a7225ed3%2Fimage.png?alt=media" alt="" data-size="original"></td><td>Reduces the gain of the NV device, making things appear dimmer.</td></tr><tr><td>Set NV device gain to default</td><td><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-8a4b283055d396d696603921e3be91eeb05289b9%2Fimage.png?alt=media" alt="" data-size="original"></td><td><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-1f927f0c45fc5653d6ad85031618135b875fce61%2Fimage.png?alt=media" alt="" data-size="original"></td><td>Resets the gain to default level.</td></tr></tbody></table>

### Radial Menu

<table><thead><tr><th>Label</th><th width="152">Keyboard</th><th width="163">Gamepad</th><th>Description</th></tr></thead><tbody><tr><td>RHS Radial Menu</td><td><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-1b9ab59bd04d10dd7b197960c9592389a6516ac6%2Fimage.png?alt=media" alt="" data-size="original"></td><td><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-1314cfba093f0f21ee817bd185aeb23db15118f9%2Fimage.png?alt=media" alt="" data-size="original"></td><td>Opens RHS radial menu</td></tr></tbody></table>

Default key binds for RHS radial menu which is used to interact with equipment that player currently has on him.

### Weapon Light and Laser Devices

Keys for the lights and lasers on the weapon in your hands. See [Weapon Light and Laser Devices](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/weapon-light-and-laser-devices).

| Label                        | Keyboard            | Gamepad                                | Description                                                          |
| ---------------------------- | ------------------- | -------------------------------------- | -------------------------------------------------------------------- |
| Toggle light device          | **`=`**             | Hold **`Y`** + D-pad left (two times)  | Turns the light on or off.                                           |
| Cycle light device modes     | **`=`** (two times) | Hold **`Y`** + D-pad right (two times) | Changes the light mode.                                              |
| Hold to turn on light device | Hold **`=`**        | Hold D-pad left                        | The light is on while you hold the key.                              |
| Toggle laser device          | **`-`**             | Hold **`Y`** + D-pad left              | Turns the laser on or off.                                           |
| Cycle laser device modes     | **`-`** (two times) | Hold **`Y`** + D-pad right             | Changes the laser mode.                                              |
| Hold to turn on laser device | Hold **`-`**        | Hold D-pad right                       | The laser is on while you hold the key.                              |
| Select weapon device         | **`]`**             | Hold **`Y`** + D-pad up                | Selects the next device when there are two devices of the same type. |

### Hearing Protection

Default key bind for active headsets. See [Hearing Protection](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/hearing-protection).

| Label                          | Keyboard  | Gamepad | Description                                               |
| ------------------------------ | --------- | ------- | --------------------------------------------------------- |
| Cycle hearing protection level | **`End`** | -       | Sets the next level of the worn headset: Off, 1, 2, 3, 4. |

### Rangefinders

Keys for the Vector 21 and PDU-4 binocular rangefinders. See [Vector 21](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/gadgets/vector-21) for all measurement procedures.

| Label                         | Keyboard               | Gamepad      | Description                                                                     |
| ----------------------------- | ---------------------- | ------------ | ------------------------------------------------------------------------------- |
| Lase range                    | Hold **`R`**           | Hold **`X`** | Measures the distance to the target.                                            |
| Lase azimuth                  | Hold **`V`**           | Hold **`Y`** | Measures the azimuth to the target.                                             |
| Lase range and azimuth        | Hold **`R`** + **`V`** | -            | Measures the distance and the azimuth.                                          |
| Capture lased point           | **`C`**                | -            | Marks the first point for a measurement between two points.                     |
| Measure distance (scope)      | **`C`**                | **`X`**      | Measures the distance with a scope that has a rangefinder.                      |
| Measure distance (attachment) | **`I`**                | **`X`**      | Measures the distance with a rangefinder attachment, for example the AN/PSQ-23. |

### Strobe Placement

| Label      | Keyboard       | Gamepad       | Description                                                                                                                                                                                 |
| ---------- | -------------- | ------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Place mode | Hold **`RMB`** | Hold **`LT`** | Shows the placement preview for a strobe. Push **`LMB`** to place it. See [Strobe Devices](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/strobe-devices). |

### Vehicles

| Label                          | Keyboard         | Gamepad                      | Description                               |
| ------------------------------ | ---------------- | ---------------------------- | ----------------------------------------- |
| Toggle turret stabilization    | **`Space`**      | Hold **`RB`** + **`A`**      | Turns the turret stabilization on or off. |
| Capture target (stabilization) | Hold **`Space`** | Hold **`RB`** + hold **`A`** | Keeps the turret on the target.           |

### Device Screens

These keys work while you inspect a device with a screen, for example a GPS receiver or a radio.

| Label            | Keyboard            | Gamepad  | Description                            |
| ---------------- | ------------------- | -------- | -------------------------------------- |
| Touch the screen | **`LMB`**           | **`RT`** | Pushes the button under the cursor.    |
| Free look        | Hold **`Left Alt`** | -        | Look around while you hold the device. |

#### AN/PSN-13 DAGR

| Key                             | Button                            |
| ------------------------------- | --------------------------------- |
| **`1`** / **`2`** / **`3`**     | F1 (zoom in) / F2 (zoom out) / F3 |
| **`W`** **`A`** **`S`** **`D`** | Arrows                            |
| **`E`**                         | ENTER                             |
| **`Q`**                         | QUIT                              |
| **`C`**                         | POS                               |
| **`F`**                         | MENU                              |

See [AN/PSN-13 DAGR](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/gadgets/dagr).

#### 14Ts8009 Orion

| Key                             | Button                          |
| ------------------------------- | ------------------------------- |
| **`Q`**                         | Menu                            |
| **`E`**                         | Enter                           |
| **`Z`**                         | Quit                            |
| **`W`** **`A`** **`S`** **`D`** | Arrows                          |
| **`1`** / **`2`**               | Plus / Minus                    |
| **`C`**                         | Arrow (centre on your position) |
| **`X`**                         | Power                           |

See [14Ts8009 Orion](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/redfor/gadgets/orion).

#### AN/PRC-152

| Key                | Button       |
| ------------------ | ------------ |
| **`1`** to **`0`** | Number keys  |
| **`A`** / **`D`**  | Left / Right |
| **`W`** / **`S`**  | A+ / A-      |
| **`E`**            | Enter        |
| **`Z`**            | Clear        |

See [AN / PRC 152](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/gadgets/an-prc-152).


# For Developers

This section is intended for people who would like to build upon or extend RHS: SQ through the means of using it as a dependency.

This section contains the for developers pages.

| Page                                                                                                                                                | Description                                                                                                                                                                                              |
| --------------------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [Sliding Attachments](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/for-developers/sliding-attachments)                           | The information provided here will allow you to set up the rail sliding system on your weapon and attachment.                                                                                            |
| [Detacheable Bipods](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/for-developers/detacheable-bipods)                             | In version 0.10 of RHS: Status Quo a new system was added to enable attachment of modular (mainly picattiny) bipods.                                                                                     |
| [Creating Custom Pouch Presets](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/for-developers/custom-pouch-presets)                | This guide will show you how to create your own custom pouch presets using the RHS mod within the Enfusion Tools for Arma Reforger.                                                                      |
| [Patches](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/for-developers/patches)                                                   | To follow this tutorial you can use the following Blender file that contains all the geometry necessary to create new patches on your own (either by swapping the textures of this sample or creating... |
| [GPS Devices and Rangefinder Link](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/for-developers/gps-devices-and-rangefinder-link) | Connect your own rangefinder to the RHS GPS receivers, and change the GPS images.                                                                                                                        |
| [Hearing Protection Headsets](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/for-developers/hearing-protection-headsets)           | Make a headset or a helmet give active hearing protection.                                                                                                                                               |
| [Throwable and Placeable Items](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/for-developers/throwable-and-placeable-items)       | Make an item that the player can throw and place.                                                                                                                                                        |


# Sliding Attachments

The information provided here will allow you to set up the rail sliding system on your weapon and attachment. This system allows the weapon slot position to be manipulatable via actions, moving the attachment (for example optic) backwards or forwards. In some cases you can also specify that the eye location shoild remain the same, making the optic apper smaller or larger on screen as it is moved.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-d1a68f78eec4585f6cb865f13074d5acc6c867e2%2Fimage.png?alt=media" alt=""><figcaption><p>Optic in forward position</p></figcaption></figure>

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-0311be1e0a506f66e96420529e94ae5d8fe011bd%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-52b663042a4ba5af59d43345326edfd5f8dfe983%2Fimage.png?alt=media" alt=""><figcaption><p>Optic in back position</p></figcaption></figure>

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-110b6864a3add18bb92bfc2af6aade126558d331%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

## Weapon Setup

First lets start with the weapon rail setup. First you need to add a **RHS\_WeaponRplComponent** to the weapon prefab. Do this to the top prefab in the inheritance tree. No parameters for this component need to be set as it is solely responsible for replicating the position of the attachment between clients in multiplayer games.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-2a531a6d9c909caa1a6e05368d0ce346def724df%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

Then locate (or create) the AttachmentSlotComponent that you want to enable sliding on.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-bb06a73e1024aa30e3bfd72a1db6ce79d13e48a0%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

Right click on the InventoryStorageSlot and pick **RHS\_SlidingInventoryStorageSlot**.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-f68209e0f882b4a61301d805f8aa8605ec5886e0%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-2ad2453305edd2c9bada7b97a88975825c769946%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

This should keep the initial setup of the slot as it was and add a few extra options.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-573e5e97902c5ed4052f71b0f77d0adf6d262284%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

To set this up properly we need to take a closer look at the rail and the current default attachment point. Select the Offset propery of the attachment slot to visualise the attachment point position.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-3e5ac0f43f89afa33c7d8e78ccd10f28173401c2%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

No you need to calculate how much movement forward and backward relative to this point is possible. You can do this by counting the number of notches ahead and behind the spot. NOTE: do not worry yet about the size of the optic base itself. That will be set in the optic iteself.

In this case there are 11 notches in front of the point and 7 behind. These correspond to possible range of motion between -7 and +11 cm and standard spacing (and this increments of movement) is 1cm. In meters this is -0.07 and 0.11 respectively.

Set the **Maximum Positive Slide Offset** to 0.11 and **Maximum Negative Slide Offset** to -0.07.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-f1510ced0b5b12ff922e38bde9c1767121517691%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

The **Current Slide Offset** defines the default position offset and can be left at 0 in most cases.

{% hint style="info" %}
If you already have a weapon that derives from this prefab and changes something in the AttachmentSlotComponent, you have to make sure you switch the class in that prefab as well.
{% endhint %}

This concludes the weapon setup. Now every attachment which implements the system as described in the following section should be able to slide the attachment back and forth. This behaviour is visible to other players online and the position should persist at respawn if you save it in the arsenal.

## Attachment Setup

To make the attachment compatible, you need to add an action of type RHS\_SlideAttachmentAction to its ActionManagerComponent additional actions. See the settings below.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-5dfd06bfc8e5fe8d5903b2190b41d5c341eabd84%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

Keep all properties as shown except for two important ones:

* **Affect Eye Distance For Optic** - (currently only works for optics implementing the **RHS\_CollimatorSightsComponent**) when checked keeps the eye at same absolute point relative to the weapon, i.e. the eye does not slide with the weapon.
* **Base Half Length** - this should be set to half the length of the base of the attachment. So if your optic has an attachment base of 4 cm this should be set to 0.02. This makes sure that the optic does not hang in front or back of the rail.

{% hint style="info" %}
If you have a sight that implements **SCR\_CollimatorSightsComponent** dont forget to switch this class to **RHS\_CollimatorSightsComponent.**
{% endhint %}


# Detacheable Bipods

{% hint style="info" %}
This system is still work in progress and may evolve in the future.
{% endhint %}

In version 0.10 of RHS: Status Quo a new system was added to enable attachment of modular (mainly picattiny) bipods. As this feature is not available in the vanilla game, a lot of scripting and setup work has gone in to make this possible. What was not possible, however, is to make this useable as an out-of-the-box feature for all weapons and some modifications to exisitng weapons is required to make it compatible.

The first section of this document describes the proper way to set up a weapon to be compatible with receiving the bipod attachment and properly respecting the dynamic point of deplyment depending on whether the bipod is stowed or not. The second section (to be added later at some point) deals with creating new bipods that support this functionality as well.

## Weapon Setup

Several steps need to be followed to properly enable the weapon to be compatible.

### 1. Bone

The main xob of the weapon, essentially waht is used as the basis for the weapon prefab should have bone called `bipod_pos` at the approximate location where the deployment point should be as if the bipod was NOT attached to the weapon. This will be the point the weapon well rest on obsticles by default.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-9e6217bedcbb7b00c3f3936fb4f40f5026278083%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

This can be added as a memory point in Blender like so:

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-22763c0cbffd7fac36ca2ec45737e21b72852c16%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

{% hint style="danger" %}
This bone is critical and the system will not work without it.
{% endhint %}

### 2. Prefab

In the weapon prefab (or parent thereof) you need to make some changes. First we will add a new `AttachmentSlotComponent` as a child to the `WeaponComponent` to prepare a slot where the bipod can attach to:

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-2743765fce34e98245d92cbfde4de78173d6831a%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-5d45d74f15a52e6cc4afc7ab5a9c401d181f473c%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

Set the attachment slot properties as such:

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-1a2e6ffec8445866def06adb900d1b12c493c7a3%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

Make sure the Attachment Type is set to `AttachmentRIS1913Bipod` so that the bipod can find the right slot and it is set to **Show in Inspection**. Manipulate the **Offset** and **Inspection Widget Offset** positions to be roughly at where the bipod should attach and ideally on the same horizontal position as you have placed tou `bipod_pos` bone.

{% hint style="danger" %}
Leave the Pivot ID property empty or at the very least do NOT set it to `bipod_pos`.
{% endhint %}

Finally edit the `SCR_WeaponAttachmentsStorageComponent` section of `AimingModifierAttributes` **Deployment Points** section to look exacly like below:

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-36a22c87f95b4b624d0d2c50cf434c64c92e2a11%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

The most important part being that there is 1 stabilization point that is tied to the `bipod_pos` bone. When a bipod is attached, the system will recognise it and animate this bone, moving the stabilization point up and down. When bipod is not there it will be ignored. Normal bipod deployment actions and key bindings should work with it and it should propagate through multiplayer.

The final and most complex step is modifying the animation graphs of the weapon to inject the trigger variable that will animate the point. For this you will have to edit or create the signals and the ProcAnimParams for the weapon. If your weapon already has a `ProcAnimComponent` with a `.pap` file assigned we will need to edit it, otherwise you will need to create a new one.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-25001aed9bd1365882fe6a010a2f347daab00260%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

When editing your pap file, press **Signal** in top left corner and locate `bipod_signal.siga` in RHS mod files.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-4f5668f6c8f2541bfe4f407108fc788766fb18bd%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

Your signal node will be created in the graph with a **DEPLOY\_HEIGHT** signal present. Add a Bone, TranslateMake and TranslateSet nodes onto the graph using the buttons in the top toolbar, and hook them up to the signal and together as such:

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-217fbc0141d36f49e38d50fa52d8631196e6389a%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

Only the **Bone** node needs editing, and there make sure to set the Bone name property to `bipod_pos` as shown. All other nodes can be left with default settings. Save your pap file and close the Procedural Anim editor.

{% hint style="info" %}
Important: if you alreasy use a siga file for your weapon, paste the nodes from the bipod\_signal.siga into your siga and hook up the nodes in the pap using the existing signal node:

<img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-8a20cd5071e5864b232b3f2e1198a05145a70d1b%2Fimage.png?alt=media" alt="" data-size="original">
{% endhint %}

Now if you attach the bipod you will be able to see the bone animating when bipod is extended:

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-ecb0ae87586275efd1df17645df4b6f463c5aa87%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-6077227daa1eaa548859d8a3796ef4865bae7c5e%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-e937443f0639ae522c4ecfc3a288bdca07197c49%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-eec6ecba8226edb59f03d1daa38490ac2556e46d%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-58263687f8aa3002eeaa54a90bf90b19e482bf9f%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

## Creating New Bipods

TBA


# Creating Custom Pouch Presets

This guide will show you how to create your own custom pouch presets using the RHS mod within the Enfusion Tools for Arma Reforger.  Alternatively, you can watch the below video by TPM Tactical.

{% hint style="danger" %}
Keep in mind that our systems tend to change without instant changes in documentation. So this guide may be outdated at some point.
{% endhint %}

{% hint style="info" %}
Please. Read this guide from start to end BEFORE making your own prefab.
{% endhint %}

{% hint style="info" %}
This guide assumes you know how to open Enfusion Tools and add RHS as a dependency to your project.
{% endhint %}

{% hint style="info" %}
Last thing, please make sure you check existing RHS prefabs to see exactly what components and settings have been used.
{% endhint %}

{% embed url="<https://youtu.be/LH7rc0Dsf9Y>" %}

## Step 1: Creating Prefab

* The first step is to locate [Vest\_Base.et](https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~ArmaReforger:Prefabs/Characters/Core/Vest_Base.et). At the top left in the resource browser, search for Vest\_Base. It will be located within the ArmaReforger directory.
* Once located, right click Vest\_Base.et and select 'Inherit in \<yourprojectname>' and give your prefab a name.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-75c9099565551fbbe37e3837524b854a1f87c3b6%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

* Located your newly created prefab, right click and select 'Edit Prefab' and the World Editor window will open.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-7f710d190c0cb51c599db8699e83bbb5d5ed6149%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

* If you want to utilise the inflatable pouch system you will need to add the 'SignalsManagerComponent', by click '+Add Component' located down the bottom right of your screen and searching 'SignalsManagerComponent' and selecting the component.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-0c528893fc5bf057fc453932b13bbf3f2e6553e2%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

* Add 'RHS\_ClothNodeStorageComponent' following the same steps as adding the 'SignalsManagerComponent' from above.

## Step 2: Configure RHS\_ClothNodeStorageComponent'

* In your Object Properties window of your prefab, select 'RHS\_ClothNodeStorageComponet' and then click 'Set Class' in the Attributes section, followed by selecting 'SCR\_ItemAttributeCollection'.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-00c0cb52e63873a132a8b8edb0317f7523f80d86%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

* You will now need to configr your 'RHS\_ClothNodeStorageComponent' as per the below screenshot or your own settings.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-e93aea031bb7af58c91e0ee57e7ea4eeaeb23896%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-4a64ee36db239883ade6fefeae0a14c259463cdb%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

## Step 3: Mesh

* In your prefabs Object Properties, select 'MeshObject' and then locate the .xob file of the vest you want to attach your pouches and insert into the 'Object' section as seen below. The .xob files will be located within either RHS\_Content\_01 or 02. [JPC example location](https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~RHS_Content_01:Assets/Characters/Vests/Vest_JPC/JPC.xob).

{% hint style="info" %}
This .xob file will be used temporarily to allows us to set the pouches in the correct position and parent them to the bones of the character.
{% endhint %}

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-fb6e2003d66bf8c5c2a18a738ae58f8e35b04b99%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

* In your Object Properties window, select 'BaseLoadoutClothComponent' and ensure 'LoadoutVestArea' is selected in the Area Type section.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-5d9558430c9bccf51152f9e939940a1c5fa6e71c%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

* In your Object Properties window, select 'BaseLoadoutClothComponent' and ensure 'LoadoutVestArea' is selected in the Area Type section.
* Within the same area, insert the same .xob file which was used above into the Worn Model and Item Model sections.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-e3697ae58709b76537dd36a915b4d152bf6642c1%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

* Click the '+' symbole to add element within the slots section and select 'LoadoutSlotInfo' and give the slot a name. Eg RadioPouch

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-1e245307a080b9c17e00b26bfd45669d4bad4ab7%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

* In the Pivot ID section, select 'Spine5' and now locate the prefab of the pouch you want to use and drag it into the Prefab section. Prefabs are located within 'RHS\_Core'
* Click in the Offset/Angles sections to then move the prefab around to the desired location. Repeat these steps to add further pouches into new slots.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-1fb145f1bb5d084dc04cf5ae131e20df9ee34464%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

* Once you have finished adding and adjusting your pouches, we need to replace the the .xob files of the vest we are using with an empty xob. For example [rhs\_equipment\_empty.xob](https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~RHS_Content_01:Assets/Characters/Vests/Vest_Common/rhs_equipment_empty.xob) and [rhs\_equipment\_empty\_item.xob](https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~RHS_Content_01:Assets/Characters/Vests/Vest_Common/rhs_equipment_empty_item.xob)
* Locate the above 2 empty xob files and drag them into the 'BaseLoadoutClothComponent' and 'MeshObject' as seen below.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-00115a1289338bbbe244d7cf3f8d793e8256221f%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-3f62973bbd5f8705a437dee64c899b8a8dbb667d%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

* You have now completed your pouch preset, please ensure you save your prefab before closing the window.
* To test, add it to one of your faction items entity catalogue.

## Step 4: Adding a Belt

* If you want to add a belt with pouches, drag a belt .xob file (worn not ground .xob file) into the MeshObjects and BaseLoadoutClothComponent model sections where the empty .xob files are located and follow the steps above for adding slots/pouches.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-655d3de7ecc62a0826011ce9cf4b6d5f761bc41d%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-eba9a9aef819cab3db125a52b126f5848ff5a85b%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

* Once you have placed the pouches to the desired location on the belt, replace the Item Model .xob file with the ground .xob file and save.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-418f88b07674b7116e1e72632f9a4ee8d051c111%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
If you are unsure on a particular setting, check on of the RHS prefabs.
{% endhint %}

{% hint style="warning" %}
When publishing your mode, make sure to read the RHS EULA
{% endhint %}


# Patches

## Patch Objects

To follow this tutorial you can use the following Blender file that contains all the geometry necessary to create new patches on your own (either by swapping the textures of this sample or creating your own shape geometry). This tutorial will not teach you how to UV and texture, so pre-existing knowledge of these topics is required.

{% file src="/files/98Pcg8FWgfJAQPFioZIR" %}

When you open the file you will see the following:

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-fa84d0bde608e6b552705993ed86f91d535f58db%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

The highlighted object is the patch geometry, and the purple box is the collider. You can leave the collider as is.

Patches in RHS follow very simple rules:

* No bones or rigging necessary
* The world origin must be at backside (velcro) of the patch center

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-344878c2fb8da8f4cf75b904ae327613aeec1f53%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

* The patch must be facing in the direction of Y+ axis

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-d7bd3e369a9caac1099045e479f632f8b6ddee9d%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

* You can use morphs to make them fit the curvature of the objects they are attached to.

### Morph Targets

In order to ensure the curving of the patch on rounded objects such as helmets and sleeves, you can add a "Curve" shape key and modify the geometry to fit with the sample above. The **Curve** key at 1.0 setting is the maximum curvature. The **Basis** key should represent your patch in fully flat position.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-9de05af9fb835d31cc8d86b8e7f56df49e3d01c7%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

When you are importing your FBX into Workbench, make sure the Export Morphs import setting is enabled.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-80b64e74b89481705cc25074764c535280baf8fe%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

You will then be able to control the morph in the xob editor, but you can leave it at 0:

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-8671fbb2d577ddaef96a054926810be36eccde88%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

### Prefab

While you are making your own mod with RHS: Status Quo as dependency, find **Patch\_Base.et** in SQ and right click on it. Select "Inherit in 'MyNewPatchMod'". This should prompt you to create a new inherited prefab in your own mod. Edit this prefab.

In the **InventoryItemComponent** change the **Name** and **Description** values.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-7c0f32656b21e5b44bffc6b070c2dd01240cdb01%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

In the **MeshObject** component set the **Object** value to your newly created xob.

{% hint style="info" %}
NOTE: If you are just changing textures and using the same mesh for the patches, then just change the material. You dont need a new xob for every patch.
{% endhint %}

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-ce9e40071f6660d1c2a81e635c0d849a4dba2df1%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

In the **BaseLoadoutClothComponent** change the material overrides like shown below to your new materials. Change the **Area Type** value if necessary (just filter for Velcro to find all RHS velcto area types) depending on the general size of your patch.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-e6e374fa876e632fff6045cda071d1ac0c263f0b%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

Your patch is now ready to be accepted on RHS patch system compliant cloth items.

## Receiving Objects

If you are setting up cloth items that should receive patches there are a few steps that are different for objects like Helmets, Jackets and Vests, because they interact with the AR inventory system differently.

{% hint style="warning" %}
The simplest approach for any item type is to **inherit** from a pre-existing RHS object that most closely resembles your new object.
{% endhint %}

### Headgear

First add a **RHS\_ClothNodeStorageComponent** and set it up in a similar fashion, changing values where appropriate:

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-04b4b5c6c842ea423b09ae6a6d594ff6963687a8%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

In the **BaseLoadoutClothComponent** make sure you have **Debug Worn Model** value set to true when editing positions of velcro attachment slots.

{% hint style="info" %}
Do not forget to turn **Debug Worn Model** to off when you are done editing.
{% endhint %}

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-5fea4731728f0810b65176a4f4c73fab9cbc556b%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

In the **Slots** array of **BaseLoadoutClothComponent** make an new slot of type **RHS\_LoadoutSlotInfo**. The name of the slot MUST be one of the following (Top Velcro, Left Velcro, etc.). If you name it wrong it will not work:

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-9fa23b6e6b45753eb935db9594a71f8e263fed68%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

Use the following reference to set up the slot:

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-eb1e61a7e60eef01ada097c42312a8bea01c869e%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

The **Offset and Angle** properties should be used to align the patch positioning. Load a patch prefab into the **Prefab** property to see it while modifying position:

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-0607a42678a87cfae13e31f037cb3c380137f770%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

Set the Name and Area Type settings appropriate for your patch attachment (name must be same as the slot name and area type must be one of the RHS velcro slot areas). Use morph settings to indicate how much the patch should bend if it has morphs:

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-bf745910593817f1b912b8a7bf9271bbff2dd002%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

**Morph Value** setting indicates by how much between 0 and 1 the patch will bend.

### Vests

For armored vests the setup is exactly the same as for helmets but the name of the slot should be **ChestVelcro**.

### Jackets

For jackets and other upper torso objects, the component structure is a little bit different:

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-c2974bccaaf8205118b09d5e2c17adebcb59a4ed%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

The **RHS\_ClothNodeStorageComponent** must be setup with above settings as a child of **SCR\_UniversalInventoryStorageCOmponent** that is setup as follows:

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-b039a30ea0b6b7fda7658b83b601b4d434f10e62%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

The **BaseLoadoutClothComponent** is then setup ehactly the same way as for the Headgear:

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-c9c769a44adf6e732db53c9e378c438fffa7e8fe%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

Note that the slot names **SleeveRight and LeftVelcro** must be maintained for it to work.


# GPS Devices and Rangefinder Link

## Purpose

This guide shows how to connect your own rangefinder to the RHS GPS receivers (DAGR and Orion), and how to change the images in the GPS image viewer. For the player side, see [Navigation and Positioning](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/navigation-and-positioning).

## Prerequisites

* RHS: Status Quo as a dependency of your mod.
* A rangefinder prefab that uses `RHS_SCR_2DLRFComponent` or a component that inherits from it (for example `RHS_SCR_2DVector21Component`, `RHS_SCR_2DPDU4Component`).

## Procedure

### Link a rangefinder to the GPS devices

1. Open your rangefinder prefab in Workbench.
2. Select the rangefinder component (`RHS_SCR_2DLRFComponent` or a child class).
3. In the **Ranging** category, set **m\_sGPSLinkName** to the name that the GPS devices show, for example `PDU-4`.
4. Save the prefab.

The GPS devices now list the rangefinder in their link menu when the same character carries both items. After each range measurement, the rangefinder sends the target to the linked GPS device.

{% hint style="info" %}
An empty **m\_sGPSLinkName** means that the rangefinder cannot be linked.
{% endhint %}

### Send the target from your own component

The base component sends the target after its own range measurement (`OnRange`). If your component measures the range in its own code, call `SendTargetToGPS()` after the measurement.

### Change the images of a GPS device

1. Open the GPS device prefab (for example `DAGR.et` or `Orion.et`), or a prefab that inherits from it.
2. Select `RHS_GPSGadgetComponent`.
3. In the **GPS** category, add an entry to **m\_aImages**.
4. Set **m\_sName** (16 characters maximum) and **m\_sTexture** (an `.edds` texture).

## Example

A rangefinder that can be linked:

```
RHS_SCR_2DPDU4Component "{5D0CB09DD1352E4A}" {
 m_sGPSLinkName "PDU-4"
}
```

A custom rangefinder component that sends the target after its own measurement:

```c
class MY_RangefinderComponent : RHS_SCR_2DLRFComponent
{
	protected void OnMyMeasurement()
	{
		// ... measure the range ...
		SendTargetToGPS();
	}
}
```

The images of the Orion:

```
RHS_GPSGadgetComponent "{629EB9FEB91C438C}" {
 m_aImages {
  RHS_GPSImage "{6F2A000000000001}" {
   m_sName "EVERON"
   m_sTexture "{07FC05544D9D40AF}UI/Textures/GPSMaps/EveronMapRastr.edds"
  }
 }
}
```

## Reference

| Component                | Attribute         | Description                                                                         |
| ------------------------ | ----------------- | ----------------------------------------------------------------------------------- |
| `RHS_SCR_2DLRFComponent` | `m_sGPSLinkName`  | Name shown by the GPS devices. Empty = no link.                                     |
| `RHS_SCR_2DLRFComponent` | `m_fMaximumRange` | Maximum lasing distance in meters (default 5000).                                   |
| `RHS_GPSGadgetComponent` | `m_aImages`       | Images in the image viewer of the device (`RHS_GPSImage`: `m_sName`, `m_sTexture`). |

The target goes only to a GPS device that is linked to the rangefinder and carried by the same character.

## Prefabs

| Prefab                                                                         | Description                      |
| ------------------------------------------------------------------------------ | -------------------------------- |
| `{B1798B0F1258B765}Prefabs/Items/Equipment/Navigation/DAGR/DAGR.et`            | DAGR GPS receiver                |
| `{A55A815F28739FEC}Prefabs/Items/Equipment/Navigation/Orion/Orion.et`          | Orion GPS receiver               |
| `{03810BEF182ADA0B}Prefabs/Items/Equipment/Binoculars/Rangefinder_Vector21.et` | Vector 21, link name "Vector 21" |


# Hearing Protection Headsets

## Purpose

This guide shows how to make a headset or a helmet give active hearing protection. For the player side, see [Hearing Protection](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/hearing-protection).

## Prerequisites

* RHS: Status Quo as a dependency of your mod.
* A headgear prefab: a headset that is worn on its own, a headset that attaches to the **Headset** slot of a helmet, or a helmet with an integrated headset.

## Procedure

1. Open the headgear prefab in Workbench.
2. Add the component `RHS_HearingProtectionComponent`.
3. Change the attributes if your headset must sound different (see the reference below). The defaults suit a typical electronic headset.
4. To let the player set the level from the RHS radial menu, add one `RHS_HearingProtectionSetLevelAction` per level to the `ActionsManagerComponent`:
   1. Set **m\_iLevel** (0 = electronics off).
   2. Add `default` to **ParentContextList**.
   3. Set **m\_bIgnoreInRadial** to 0.
5. Save the prefab.

The system finds the headset when it is worn on the head, attached to the worn headgear, or is the worn headgear itself.

{% hint style="warning" %}
A headset in a slot of a hat or helmet works only when the headgear has a storage component for its slots (for example `RHS_ClothNodeStorageComponent`). Without it the headset does not spawn and gives no protection.
{% endhint %}

## Example

A helmet with an integrated headset and the level action for level 1:

```
RHS_HearingProtectionComponent "{6E5001A0C00000FF}" {
}
ActionsManagerComponent "{5112706CD4157AC9}" {
 additionalActions {
  RHS_HearingProtectionSetLevelAction "{6E5001A0C0000001}" {
   ParentContextList {
    "default"
   }
   UIInfo UIInfo "{6E5001A0C0000011}" {
    Name "#RHS-HearingProtection_SetLevel"
   }
   "Sort Priority" 11
   m_bIgnoreInRadial 0
   m_iLevel 1
  }
 }
}
```

Use new GUIDs for your own components and actions.

## Reference

`RHS_HearingProtectionComponent`, category **Hearing Protection**:

| Attribute               | Default | Description                                                 |
| ----------------------- | ------- | ----------------------------------------------------------- |
| `m_iLevelCount`         | 4       | Number of amplification levels.                             |
| `m_iDefaultLevel`       | 2       | Level when the headset is worn for the first time. 0 = off. |
| `m_fPassiveVolume`      | 0.3     | Volume of the world when the electronics are off.           |
| `m_fMinLevelVolume`     | 0.45    | Volume of the world at level 1.                             |
| `m_fMaxLevelVolume`     | 1       | Volume of the world at the highest level.                   |
| `m_fLimiterThresholdDb` | 82      | Sound level in dB above which the limiter reacts.           |
| `m_fLimiterFloor`       | 0.15    | Lowest volume the limiter can go to.                        |
| `m_fLimiterRelease`     | 0.35    | Time in seconds for the limiter to release.                 |
| `m_fDynamicRange`       | -1.5    | Game dynamic range while the electronics are on.            |

## Prefabs

| Prefab                                                                                      | Description                                   |
| ------------------------------------------------------------------------------------------- | --------------------------------------------- |
| `{1F49EEF2B889F0C1}Prefabs/Characters/HeadGear/Headphones_Peltor/Headphones_Peltor_base.et` | Headset worn on its own or in a helmet slot   |
| `{FE551345A4A69E3D}Prefabs/Characters/HeadGear/Hat_USMC_Boonie/Hat_USMC_Boonie_Comtac.et`   | Hat with a headset slot and storage component |
| `{C50D23658C5A6F86}Prefabs/Characters/HeadGear/Helmet_ECH/Helmet_ECH_hc_v_r_p.et`           | Helmet with an integrated headset             |


# Throwable and Placeable Items

## Purpose

This guide shows how to make an item that the player can throw like a grenade and place on a surface like an explosive charge. The RHS strobes use this system. For the player side, see [Strobe Devices](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/strobe-devices).

## Prerequisites

* RHS: Status Quo as a dependency of your mod.
* An item model with collision geometry.

## Procedure

1. Make a prefab that inherits from the vanilla `{A9EF01A7A6FE60CD}Prefabs/Weapons/Core/Throw_Base.et`.
2. Add `SCR_PlaceableInventoryItemComponent` as the inventory item component.
3. Add `RHS_ThrowablePlaceableItemComponent` and set its attributes (see the reference below).
4. Set up the throw:
   1. In `WeaponComponent`, set **isThrowable** to 1 and **WeaponSlotType** to `grenade`.
   2. Add a `GrenadeMoveComponent` without a trigger.
   3. Add a `RigidBody`. Use the item weight as the mass.
5. Save the prefab and test it in play mode.

The player throws the item with the left mouse button. To place it, the player holds the right mouse button (input action `RHS_PlaceModeHold`) and pushes the left mouse button.

{% hint style="info" %}
Use the RHS strobe prefabs as a template. They also keep the velcro attachment of the original items (`BaseLoadoutClothComponent` and the RHS attach, detach and replace actions).
{% endhint %}

## Example

```
RHS_ThrowablePlaceableItemComponent "{...}" {
 m_bRequireAimToPlace 1
 m_bAlignForwardToSurfaceNormal 1
 m_bPickableAfterThrow 1
 m_bSkipPlacementAnimation 1
}
```

## Reference

`RHS_ThrowablePlaceableItemComponent`:

| Attribute                        | Default | Description                                                                                                        |
| -------------------------------- | ------- | ------------------------------------------------------------------------------------------------------------------ |
| `m_bRequireAimToPlace`           | 1       | Show the placement preview only while the player holds the right mouse button. Otherwise the item is thrown.       |
| `m_bAlignForwardToSurfaceNormal` | 1       | Place the item with its front (local Z axis) along the surface normal instead of its top (local Y axis).           |
| `m_bPickableAfterThrow`          | 1       | When a thrown item stops, the server replaces it with a new item of the same prefab, so the player can pick it up. |
| `m_bSkipPlacementAnimation`      | 1       | Place the item without an animation. Grenade animation sets have no placing animation.                             |

## Prefabs

| Prefab                                                                           | Description                             |
| -------------------------------------------------------------------------------- | --------------------------------------- |
| `{5F7EF7FEBC39B874}Prefabs/Items/Equipment/Nightvision/HelstarStrobe/Helstar.et` | HEL-STAR 6 strobe, light faces local +Z |
| `{643AB339663E92F7}Prefabs/Items/Equipment/Nightvision/MS2000/Marker_MS2000.et`  | MS2000 strobe                           |
| `{8F54EE49D3317266}Prefabs/Items/Equipment/Nightvision/VipLight/VipLight.et`     | VIP strobe                              |


# BLUFOR

This section contains the pages of the US forces (BLUFOR).

| Page                                                                                                            | Description                                                                                                                                                                                      |
| --------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| [What is BLUFOR?](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/what-is-blufor)        | BLUFOR is a military term that stands for "Blue Force".                                                                                                                                          |
| [Uniforms](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms)                     | Pages: Backpacks, Clothing, Eye Protection, Footware, Gloves, and more.                                                                                                                          |
| [Gadgets](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/gadgets)                       | Pages: AN/PRC-152A, AN / PRC 117, AN / PRC 152, AN/PSN-13 DAGR, AN/PVS-14, and more.                                                                                                             |
| [Weapons](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/weapons)                       | The following pages will provide information relating to various BLUFOR weapons.                                                                                                                 |
| [Weapon Attachments](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/weapon-attachments) | Pages: AN/PEQ-15, AN/PEQ-16A, AN/PSQ-23, SU-233, M300c, and more.                                                                                                                                |
| [Ammunition](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/ammunition)                 | Pages: 9x19mm M17 24-Round Magazine, 9x19mm M17 17-Round Magazine, 9x19mm Glock 17-Round Magazine, 5.56x45mm STANAG 30-Round M855A1 Magazine, 5.56x45mm STANAG 30-Round M995 Magazine, and more. |
| [Vehicles](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/vehicles)                     | Pages: M1151.                                                                                                                                                                                    |


# What is BLUFOR?

Blue Force

BLUFOR is a military term that stands for "Blue Force". In military simulations and wargames in the West, the term is used to refer to friendly forces, as opposed to opposing forces (REDFOR or "Red Force"). The use of different colors to designate friendly and opposing forces is a common practice in military training and helps to distinguish between friendly and enemy forces for better organization and coordination during exercises. In this context, "BLUFOR" refers to the friendly forces that are participating in the simulation or wargame, while "REDFOR" refers to the opposing forces that are simulated as the enemy.

In the context of RHS: Status Quo, Blue Force has been chosen to represent the US and its Allies.


# USMC

United States Marine Corps

The USMC stands for the United States Marine Corps, which is a branch of the United States Armed Forces responsible for providing power projection from the sea, using the mobility of the U.S. Navy to rapidly deliver combined-arms task forces. The USMC is trained and equipped to perform a variety of missions, including amphibious assaults, raids, and direct action warfare.

The United States Marine Corps was founded on November 10, 1775. It is the oldest and largest of the five branches of the U.S. Armed Forces and has a rich history of serving the country in times of war and peace. During the American Revolution, the Marines played a crucial role in several battles, including the capture of Fort Nassau and the Battle of Chesapeake Bay. Throughout the 19th and 20th centuries, the Marines have served in numerous conflicts, including the Mexican-American War, the Spanish-American War, World War I, World War II, the Korean War, the Vietnam War, and Operation Desert Storm. Today, the USMC continues to serve as a critical component of U.S. military power and is widely recognized for its courage, discipline, and professionalism.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-60587c05076354005739919c30d3a947b4af037f%2Ftakistan_008_00579.png?alt=media" alt=""><figcaption></figcaption></figure>

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-e8bca95de527964875538ea803bcae66add68300%2Fambush_00104.png?alt=media" alt=""><figcaption></figcaption></figure>


# Uniforms

This section contains the uniforms pages of the US forces (BLUFOR).

| Page                                                                                                             | Description                                                                                                                      |
| ---------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------- |
| [Backpacks](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/backpacks)           | Pages: FILBE Hydration Pack, FILBE Backpack, 6.11 Tactical RUSH 12 2.0 Backpack.                                                 |
| [Clothing](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/clothing)             | Pages: FROG, Jackets/Shirts, Pants.                                                                                              |
| [Eye Protection](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/eye-protection) | Ballistic eyewear system with interchangeable lenses, adopted by the USMC as the Improved Ballistic Eyewear (IBE) spectacle.     |
| [Footware](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/footware)             | Pages: BCT Boots, USMC Combat Boot, Rocky SV2 Boots, Luma Military Boots, Salomon X Ultra, and more.                             |
| [Gloves](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/gloves)                 | Pages: M-Pact.                                                                                                                   |
| [Helmets](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/helmets)               | Pages: 3M™ PELTOR™ ComTac™ VI, ECH, CVC, ACH, MICH.                                                                              |
| [Mask](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/mask)                     | Simple tactical mask designed to conceal the face while providing basic protection against weather and environmental conditions. |
| [Vest](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/vests)                    | Pages: APC Vest, PC Gen III.                                                                                                     |


# Backpacks

This section contains the backpacks pages of the US forces (BLUFOR).

| Page                                                                                                                                                       | Description                                                                                                                                                                                                                |
| ---------------------------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [FILBE Hydration Pack](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/backpacks/filbe-hydration-pack)                     | The Family of Improved Load Bearing Equipment (FILBE) is the United States Marine Corps' standard for individual load-carrying equipment, designed to enhance durability and compatibility with modern body armor systems. |
| [FILBE Backpack](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/backpacks/filbe-backpack)                                 | The Family of Improved Load Bearing Equipment (FILBE) is the United States Marine Corps' standard issue for individual load-carrying equipment, designed to enhance durability and compatibility with...                   |
| [6.11 Tactical RUSH 12 2.0 Backpack](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/backpacks/611-tactical-rush-backpack) | The 6.11 Tactical RUSH 12 2.0 Backpack is a 24-liter capacity backpack designed for outdoor activities, tactical missions, and everyday use.                                                                               |


# FILBE Hydration Pack

**Overview:**\
The Family of Improved Load Bearing Equipment (FILBE) is the United States Marine Corps' standard for individual load-carrying equipment, designed to enhance durability and compatibility with modern body armor systems. A key component of this system is the FILBE Hydration Pack, which ensures Marines have access to water during operations. The hydration pack typically includes a hydration pouch and a hydration bladder system.

**Development & Background:**\
The FILBE system was developed to address limitations in previous load-bearing equipment, such as the Improved Load Bearing Equipment (ILBE), which was not fully compatible with newer body armor designs. The FILBE Hydration Pack integrates seamlessly with the FILBE system, offering modularity and improved ergonomics. The hydration pouch is constructed from durable nylon Cordura and is MOLLE compatible, allowing it to attach securely to vests or packs. It features a flap top with an adjustable quick-release buckle and interior loops to hold the hydration tube in place. The pouch is designed to hold up to a 3-liter bladder (not included) and measures 9.5 inches in width by 15 inches in height.

**Service & Usage:**\
The FILBE system was developed to address limitations in previous load-bearing equipment, such as the Improved Load Bearing Equipment (ILBE), which was not fully compatible with newer body armor designs. The FILBE Hydration Pack integrates seamlessly with the FILBE system, offering modularity and improved ergonomics. The hydration pouch is constructed from durable nylon Cordura and is MOLLE compatible, allowing it to attach securely to vests or packs. It features a flap top with an adjustable quick-release buckle and interior loops to hold the hydration tube in place. The pouch is designed to hold up to a 3-liter bladder (not included) and measures 9.5 inches in width by 15 inches in height.


# FILBE Backpack

**Overview:**\
The Family of Improved Load Bearing Equipment (FILBE) is the United States Marine Corps' standard issue for individual load-carrying equipment, designed to enhance durability and compatibility with modern body armor systems. A central component of this system is the FILBE Main Pack, a versatile and robust backpack engineered to meet the rigorous demands of military operations.

**Development & Background:**\
The FILBE system was developed to address limitations in previous load-bearing equipment, such as the Improved Load Bearing Equipment (ILBE), which was not fully compatible with newer body armor designs. The FILBE Main Pack integrates seamlessly with the FILBE system, offering modularity and improved ergonomics. The main pack is constructed from durable nylon Cordura and is MOLLE compatible, allowing for the attachment of various pouches and accessories. It features a spacious main compartment, adjustable shoulder straps, and a padded hip belt to distribute weight effectively.

**Service & Usage:**\
The FILBE Main Pack is widely used by the U.S. Marine Corps and has also been adopted by outdoor enthusiasts and tactical users. Its MOLLE compatibility allows for versatile attachment options, making it suitable for various load-bearing configurations. The pack's design ensures that gear remains secure and accessible, providing users with a reliable solution for carrying equipment during demanding activities. The durable construction and functional design make it a valuable component of the FILBE system, supporting operational needs in diverse environments.


# 6.11 Tactical RUSH 12 2.0 Backpack

**Overview:**\
The 6.11 Tactical RUSH 12 2.0 Backpack is a 24-liter capacity backpack designed for outdoor activities, tactical missions, and everyday use. Constructed from high-strength, water-repellent 1050D nylon, it offers durability and resilience in various environments. The backpack features a hidden CCW (Concealed Carry Weapon) compartment, an expanded eyewear pocket, a padded laptop sleeve, and rear hydration tube ports, enhancing its versatility for diverse applications.

**Development & Background:**\
The RUSH 12 2.0 is an upgraded version of the original RUSH 12, incorporating user feedback to enhance functionality and adaptability. The addition of a padded laptop sleeve addresses the needs of modern users who require electronic device storage, while the hidden CCW compartment caters to tactical users needing discreet carry options. The integration of rear hydration tube ports ensures compatibility with hydration systems, making it suitable for extended outdoor activities.

**Service & Usage:**\
The RUSH 12 2.0 is widely used by military personnel, law enforcement officers, outdoor enthusiasts, and everyday users seeking a reliable and versatile backpack. Its MOLLE-compatible webbing allows for customization with additional pouches and accessories, tailoring the pack to specific mission requirements or personal preferences. The contoured yoke shoulder strap system and padded back panel provide comfort during extended use, making it suitable for activities ranging from tactical operations to daily commuting.


# Clothing

This section contains the clothing pages of the US forces (BLUFOR).

| Page                                                                                                                      | Description                                                                                                         |
| ------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------- |
| [FROG](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/clothing/frog)                     | FROG stands for "Flame Resistant Organizational Gear" It is the official uniform of the United States Marine Corps. |
| [Jackets/Shirts](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/clothing/jackets-shirts) | Pages: Crye Combat Shirt, FROG Combat Shirt, Parka, Waffle Top.                                                     |
| [Pants](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/clothing/pants)                   | Pages: BDU Combat Pants, Crye Combat Pants, FROG Combat Pants.                                                      |


# FROG

Flame Resistant Organizational Gear

{% hint style="info" %}
Introduced in **0.2.414**
{% endhint %}

FROG stands for "Flame Resistant Organizational Gear" It is the official uniform of the United States Marine Corps. It was introduced in the 1990s as a replacement for the woodland camouflage pattern uniform and is now used as the standard combat uniform of the USMC. The FROG uniform consists of a green shirt and trousers made from a durable, rip-stop fabric, and features multiple pockets for carrying equipment. It is designed to provide Marines with a functional and practical uniform for use in various combat situations.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-3ec1dd9a3b9abd09903f6e13bd71a6da84f0e330%2Fimage.png?alt=media" alt=""><figcaption><p>FROG Shirt</p></figcaption></figure>

The FROG uniform is made of a lightweight, breathable fabric that is resistant to rips and tears. It is designed to be comfortable to wear in hot and humid environments, while also providing adequate protection in combat situations. The uniform includes several pockets for carrying equipment and ammunition, and is also equipped with Velcro panels for attaching rank insignia, unit patches, and other identifiers. The uniform can be worn with a variety of footwear, including combat boots and desert boots. In addition to its utility and functionality, the FROG uniform is also designed to be aesthetically appealing, with clean lines and a professional appearance. It remains an important part of the USMC's uniform regimen and continues to be updated to meet the changing needs of modern warfare.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-8ea1853b790fe89aa56be8ada9f52e69e11135fd%2Fimage.png?alt=media" alt=""><figcaption><p>FROG Uniform Set</p></figcaption></figure>

The FROG uniform uses the Marine Corps Combat Utility Uniform (MCCUU) camouflage pattern, which is a green and tan disruptive pattern. The MCCUU camouflage pattern is designed to provide effective concealment in a variety of environments, including desert, woodland, and urban settings. The pattern uses a mix of large and small shapes to break up the wearer's outline, making it more difficult for the enemy to identify the individual. The MCCUU pattern has been in use by the USMC since 2002 and remains the standard camouflage pattern for the USMC's combat uniform.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-9da9ea67a7c11587e8472f9367c783222aeb98a5%2Fimage.png?alt=media" alt=""><figcaption><p>USMC Combat Boots</p></figcaption></figure>

The FROG uniform is also commonly known as the MARPAT (Marine Pattern) uniform, in reference to its distinctive camouflage pattern, which is known as the Marine Pattern (MARPAT). This name emphasizes the unique and proprietary nature of the uniform and its camouflage pattern, which were developed specifically for use by the United States Marine Corps. The MARPAT uniform is an important symbol of the USMC and its heritage, and is worn with pride by Marines around the world.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-4bddf09378803d22aa0e5c7b9da77dda2eb07a72%2Fimage.png?alt=media" alt=""><figcaption><p>FROG Uniform</p></figcaption></figure>


# Jackets/Shirts

This section contains the jackets/shirts pages of the US forces (BLUFOR).

| Page                                                                                                                                           | Description                                                                                                                                                                                 |
| ---------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [Crye Combat Shirt](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/clothing/jackets-shirts/crye-combat-shirt) | The Crye Precision Combat Shirt is a lightweight, flame-resistant combat top designed for use under body armor in high-intensity tactical operations.                                       |
| [FROG Combat Shirt](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/clothing/jackets-shirts/frog-combat-shirt) | The FROG Combat Shirt is a flame-resistant tactical shirt designed for use by United States Marine Corps (USMC) personnel as part of the Flame Resistant Organizational Gear (FROG) system. |
| [Parka](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/clothing/jackets-shirts/parka)                         | A US military Desert Night Camouflage parka, originally developed in the early 1980s to defeat first-generation night vision devices.                                                       |
| [Waffle Top](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/clothing/jackets-shirts/waffle-top)               | The Marine Waffletop is a thermal undergarment issued to US Marine Corps personnel, featuring a waffle-knit construction for improved insulation and moisture-wicking in cold environments. |


# Crye Combat Shirt

**Overview:**\
The Crye Precision Combat Shirt is a lightweight, flame-resistant combat top designed for use under body armor in high-intensity tactical operations. Engineered for comfort, breathability, and mobility, it features moisture-wicking, no-melt/no-drip torso fabric with durable, abrasion-resistant sleeves. The design prioritizes ventilation and operational functionality, making it a preferred choice for military special operations, law enforcement, and tactical units.

**Development & Background:**\
Developed by Crye Precision as part of their Combat Apparel line, the combat shirt was designed in direct response to feedback from elite military units requiring a low-profile, high-performance uniform component compatible with modern plate carriers. The torso is constructed from a lightweight, stretch fabric to reduce heat retention under armor, while the sleeves and shoulders are made from tough NYCO ripstop material for enhanced protection and durability. Integrated elbow pad pockets, zippered bicep pockets, and loop panels for patches and IFF markings reflect the company’s emphasis on field-ready modularity and function.

**Service & Usage:**\
The Crye Combat Shirt is widely adopted by U.S. and allied special operations forces, as well as tactical law enforcement teams. Worn beneath plate carriers and body armor, the shirt enhances comfort during extended operations, minimizes heat buildup, and protects the user’s arms from environmental hazards. Its anatomical fit, reduced bulk, and combat-proven materials make it ideal for urban, jungle, desert, and mountain warfare environments. The combat shirt remains a staple in modern tactical apparel systems, offering a balance of protection, performance, and wearability in demanding conditions.


# FROG Combat Shirt

**Overview:**\
The FROG Combat Shirt is a flame-resistant tactical shirt designed for use by United States Marine Corps (USMC) personnel as part of the Flame Resistant Organizational Gear (FROG) system. It provides flame protection, moisture-wicking properties, and lightweight comfort when worn under body armor or plate carriers. Engineered to reduce heat stress while maintaining protection against flash and flame exposure, the FROG Combat Shirt is a key component in modern combat uniforms for high-risk environments.

**Development & Background:**\
The FROG system was developed in response to the increasing threat of burn injuries from IEDs and fuel fires faced by Marines in combat zones. The FROG Combat Shirt combines no-melt, no-drip, flame-resistant materials with the functional design of a combat shirt, offering improved protection without sacrificing comfort. The torso is made from lightweight, flame-resistant knit fabric to increase breathability under body armor, while the sleeves are constructed from a heavier flame-resistant ripstop material to enhance durability and abrasion resistance. Additional features include zippered sleeve pockets, elbow pad compatibility, and loop panels for rank and unit patches, tailored to the operational needs of Marines in various combat environments.

**Service & Usage:**\
The FROG Combat Shirt is standard issue for USMC personnel deployed in combat and high-risk operational theaters, providing protection against flash fire hazards and heat stress. It is worn underneath plate carriers and tactical vests, minimizing chafing and thermal buildup during extended missions. The shirt is commonly used in urban warfare, desert operations, and amphibious assaults, supporting the Marine Corps' emphasis on expeditionary readiness and adaptability. Its proven durability, protection, and comfort make it a critical garment for Marines operating in hazardous and demanding environments.


# Parka

A US military Desert Night Camouflage parka, originally developed in the early 1980s to defeat first-generation night vision devices. Features a cotton-nylon blend construction with an integrated hood and pass-through pockets for access to clothing underneath.

## Specifications

| Category     | Data         |
| ------------ | ------------ |
| Name in game | Parka        |
| Weight       | 600 g        |
| Faction      | ION (INDFOR) |

## Variants

The item is available in these versions:

* Parka
* Parka - Black
* Parka - Desert Night
* Parka - Gray
* Parka (ION) - Black
* Parka (ION) - Brown
* Parka (ION) - Gray & Black
* Parka (ION) - Brown & Black
* Parka - Navy
* Parka - Red
* Parka - White

## Prefabs

{% hint style="info" %}
Use these prefabs in Workbench or in your own mission/mod.
{% endhint %}

| Prefab                                                                                  | Description                 |
| --------------------------------------------------------------------------------------- | --------------------------- |
| `{073A44E5838B5B87}Prefabs/Characters/Uniforms/Parka_Night/Night_parka_base.et`         | Parka                       |
| `{EC0E9011A76BD495}Prefabs/Characters/Uniforms/Parka_Night/Night_parka_black1.et`       | Parka - Black               |
| `{F1E1FF2B664E2C84}Prefabs/Characters/Uniforms/Parka_Night/Night_parka_desert_green.et` | Parka - Desert Night        |
| `{43D3F2BFF748F676}Prefabs/Characters/Uniforms/Parka_Night/Night_parka_gray.et`         | Parka - Gray                |
| `{1041CDB35E2006FA}Prefabs/Characters/Uniforms/Parka_Night/Night_parka_ion1.et`         | Parka (ION) - Black         |
| `{9085DD1F36E4F876}Prefabs/Characters/Uniforms/Parka_Night/Night_parka_ion2.et`         | Parka (ION) - Brown         |
| `{751991E63A016F1D}Prefabs/Characters/Uniforms/Parka_Night/Night_parka_ion3.et`         | Parka (ION) - Gray & Black  |
| `{482DB4DE4F6DE62A}Prefabs/Characters/Uniforms/Parka_Night/Night_parka_ion4.et`         | Parka (ION) - Brown & Black |
| `{61C8AE257C7545A9}Prefabs/Characters/Uniforms/Parka_Night/Night_parka_navyblue.et`     | Parka - Navy                |
| `{865781F8DB087F09}Prefabs/Characters/Uniforms/Parka_Night/Night_parka_red.et`          | Parka - Red                 |
| `{5847EADDB5093FE7}Prefabs/Characters/Uniforms/Parka_Night/Night_parka_white.et`        | Parka - White               |


# Waffle Top

The Marine Waffletop is a thermal undergarment issued to US Marine Corps personnel, featuring a waffle-knit construction for improved insulation and moisture-wicking in cold environments.

## Specifications

| Category     | Data                 |
| ------------ | -------------------- |
| Name in game | USMC Waffletop Shirt |
| Faction      | US forces (BLUFOR)   |

## Prefabs

{% hint style="info" %}
Use these prefabs in Workbench or in your own mission/mod.
{% endhint %}

| Prefab                                                                                    | Description            |
| ----------------------------------------------------------------------------------------- | ---------------------- |
| `{43C6129204623BF0}Prefabs/Characters/Uniforms/Jacket_Waffletop/Jacket_Waffletop.et`      | USMC Waffletop Shirt   |
| `{8CBA583F033EFA78}Prefabs/Characters/Uniforms/Jacket_Waffletop/Jacket_Waffletop_item.et` | Variant or base prefab |
| `{B8E4D2BA7D891181}Prefabs/Characters/Uniforms/Jacket_Waffletop/Jacket_Waffletop_wear.et` | Variant or base prefab |


# Pants

This section contains the pants pages of the US forces (BLUFOR).

| Page                                                                                                                                  | Description                                                                                                                                                                                             |
| ------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [BDU Combat Pants](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/clothing/pants/bdu-combat-pants)   | Classic military-cut cargo pants by MlemTex, featuring a ripstop construction and large cargo pockets in the traditional BDU style.                                                                     |
| [Crye Combat Pants](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/clothing/pants/crye-combat-pants) | Combat pants by Crye Precision.                                                                                                                                                                         |
| [FROG Combat Pants](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/clothing/pants/frog-combat-pants) | The FROG (Flame-Resistant Organizational Gear) combat pants are part of the US Marine Corps' uniform system, designed to protect personnel against flash fires and heat hazards in combat environments. |


# BDU Combat Pants

Classic military-cut cargo pants by MlemTex, featuring a ripstop construction and large cargo pockets in the traditional BDU style.

## Specifications

| Category     | Data                                                      |
| ------------ | --------------------------------------------------------- |
| Name in game | BDU Cargo Pants - ATACS-FG                                |
| Weight       | 600 g                                                     |
| Factions     | Russian forces (REDFOR), ION (INDFOR), US forces (BLUFOR) |

## Variants

The item is available in these versions:

* BDU Cargo Pants - ATACS-FG
* BDU Cargo Pants - Coyote
* BDU Cargo Pants - M81
* BDU Cargo Pants - MARPAT-WD
* BDU Cargo Pants - MARPAT-D
* BDU Cargo Pants - MCAM
* BDU Cargo Pants - CADPAT Multi-Terrain
* BDU Cargo Pants - Olive Drab
* BDU Cargo Pants

## Prefabs

{% hint style="info" %}
Use these prefabs in Workbench or in your own mission/mod.
{% endhint %}

<details>

<summary>All prefabs (16)</summary>

| Prefab                                                                                    | Description                            |
| ----------------------------------------------------------------------------------------- | -------------------------------------- |
| `{B29BC5B07E28DEE9}Prefabs/Characters/Uniforms/BDU_Pants/BDU_PANTS_ATACS.et`              | BDU Cargo Pants - ATACS-FG             |
| `{BE914FC4F38641CD}Prefabs/Characters/Uniforms/BDU_Pants/BDU_PANTS_CoyoteBrown.et`        | BDU Cargo Pants - Coyote               |
| `{922F62F22B253571}Prefabs/Characters/Uniforms/BDU_Pants/BDU_PANTS_M81.et`                | BDU Cargo Pants - M81                  |
| `{0417F658F2723A30}Prefabs/Characters/Uniforms/BDU_Pants/BDU_PANTS_MARPAT.et`             | BDU Cargo Pants - MARPAT-WD            |
| `{5D910E93A0F7CD3A}Prefabs/Characters/Uniforms/BDU_Pants/BDU_PANTS_MARPAT_Desert.et`      | BDU Cargo Pants - MARPAT-D             |
| `{512DE5A159E82012}Prefabs/Characters/Uniforms/BDU_Pants/BDU_PANTS_MC.et`                 | BDU Cargo Pants - MCAM                 |
| `{6B696611A3CE87D2}Prefabs/Characters/Uniforms/BDU_Pants/BDU_PANTS_MT.et`                 | BDU Cargo Pants - CADPAT Multi-Terrain |
| `{820D1188C5C177C5}Prefabs/Characters/Uniforms/BDU_Pants/BDU_PANTS_OD.et`                 | BDU Cargo Pants - Olive Drab           |
| `{BF2D9C1A19BBA694}Prefabs/Characters/Uniforms/BDU_Pants/BDU_Pants_CoyoteBrown_Wear.et`   | Variant or base prefab                 |
| `{585D9E652A9FB88E}Prefabs/Characters/Uniforms/BDU_Pants/BDU_Pants_M81_Wear.et`           | Variant or base prefab                 |
| `{ABC4C5FBD44989BF}Prefabs/Characters/Uniforms/BDU_Pants/BDU_Pants_MARPAT_Desert_Wear.et` | Variant or base prefab                 |
| `{7FDD32FCCD0288FC}Prefabs/Characters/Uniforms/BDU_Pants/BDU_Pants_MARPAT_Wear.et`        | Variant or base prefab                 |
| `{0368657A72F27FF8}Prefabs/Characters/Uniforms/BDU_Pants/BDU_Pants_MC_Wear.et`            | Variant or base prefab                 |
| `{45FD12535761319A}Prefabs/Characters/Uniforms/BDU_Pants/BDU_Pants_MT_Wear.et`            | Variant or base prefab                 |
| `{A4514F4DA10074F1}Prefabs/Characters/Uniforms/BDU_Pants/BDU_Pants_OD_Wear.et`            | Variant or base prefab                 |
| `{E6534FE720EB128F}Prefabs/Characters/Uniforms/BDU_Pants/bdu_pants_base.et`               | BDU Cargo Pants                        |

</details>


# Crye Combat Pants

Combat pants by Crye Precision. The mod has them in the camouflage patterns in the list below.

## Specifications

| Category     | Data                                                      |
| ------------ | --------------------------------------------------------- |
| Name in game | CRYE Combat Pants - AOR2                                  |
| Weight       | 600 g                                                     |
| Factions     | US forces (BLUFOR), ION (INDFOR), Russian forces (REDFOR) |

## Variants

The item is available in these versions:

* CRYE Combat Pants - AOR2
* CRYE Combat Pants - Coyote
* CRYE Combat Pants - CADPAT Multi-Terrain
* CRYE Combat Pants - ATACS-FG
* CRYE Combat Pants - MARPAT-WD
* CRYE Combat Pants - Black
* CRYE Combat Pants - Frog Skin
* CRYE Combat Pants - M81
* CRYE Combat Pants - MARPAT-D
* CRYE Combat Pants - MCAM
* CRYE Combat Pants - MCAM Black
* CRYE Combat Pants - Olive Drab

## Prefabs

{% hint style="info" %}
Use these prefabs in Workbench or in your own mission/mod.
{% endhint %}

<details>

<summary>All prefabs (26)</summary>

| Prefab                                                                                      | Description            |
| ------------------------------------------------------------------------------------------- | ---------------------- |
| `{6CF0177FFDD678EB}Prefabs/Characters/Uniforms/Crye_Pants/Crye_Pants_AOR2_wear.et`          | Variant or base prefab |
| `{9DF618FB790E60C3}Prefabs/Characters/Uniforms/Crye_Pants/Crye_Pants_CoyoteBrown_wear.et`   | Variant or base prefab |
| `{008C6C6B35D9E1A9}Prefabs/Characters/Uniforms/Crye_Pants/Crye_Pants_MT_wear.et`            | Variant or base prefab |
| `{2E235BC503B3B9F4}Prefabs/Characters/Uniforms/Crye_Pants/Crye_Pants_arid_wear.et`          | Variant or base prefab |
| `{3878942B9F12D594}Prefabs/Characters/Uniforms/Crye_Pants/Crye_Pants_atacs_wear.et`         | Variant or base prefab |
| `{CF421009917719DE}Prefabs/Characters/Uniforms/Crye_Pants/Crye_Pants_blk_wear.et`           | Variant or base prefab |
| `{8B8D7CEBB6B3AC61}Prefabs/Characters/Uniforms/Crye_Pants/Crye_Pants_frogskin_wear.et`      | Variant or base prefab |
| `{F8E523BCDF8B70ED}Prefabs/Characters/Uniforms/Crye_Pants/Crye_Pants_m81_wear.et`           | Variant or base prefab |
| `{A131D3D4BB7FEDBB}Prefabs/Characters/Uniforms/Crye_Pants/Crye_Pants_marpat_desert_wear.et` | Variant or base prefab |
| `{2D8006E69C771A94}Prefabs/Characters/Uniforms/Crye_Pants/Crye_Pants_marpat_wear.et`        | Variant or base prefab |
| `{46191B42104AAFCB}Prefabs/Characters/Uniforms/Crye_Pants/Crye_Pants_mc_wear.et`            | Variant or base prefab |
| `{DF361A86BC75CEB6}Prefabs/Characters/Uniforms/Crye_Pants/Crye_Pants_mcblack_wear.et`       | Variant or base prefab |
| `{E1203175C3B8A4C2}Prefabs/Characters/Uniforms/Crye_Pants/Crye_Pants_od_wear.et`            | Variant or base prefab |
| `{5B2078D4EAA62DA1}Prefabs/Characters/Uniforms/Crye_Pants/crye_pants_AOR2.et`               | Variant or base prefab |
| `{ECCC7BDEA2F3D3A5}Prefabs/Characters/Uniforms/Crye_Pants/crye_pants_CoyoteBrown.et`        | Variant or base prefab |
| `{159A399F0B91D25E}Prefabs/Characters/Uniforms/Crye_Pants/crye_pants_MT.et`                 | Variant or base prefab |
| `{DE2F0A4C83BD3A6F}Prefabs/Characters/Uniforms/Crye_Pants/crye_pants_atacs.et`              | Variant or base prefab |
| `{92B915606F93CA84}Prefabs/Characters/Uniforms/Crye_Pants/crye_pants_base.et`               | Variant or base prefab |
| `{9C624FF37082B70A}Prefabs/Characters/Uniforms/Crye_Pants/crye_pants_black.et`              | Variant or base prefab |
| `{204D956087CD1047}Prefabs/Characters/Uniforms/Crye_Pants/crye_pants_frogskin.et`           | Variant or base prefab |
| `{4F860E576E2D4E28}Prefabs/Characters/Uniforms/Crye_Pants/crye_pants_m81.et`                | Variant or base prefab |
| `{7DF25380BEFEA3A0}Prefabs/Characters/Uniforms/Crye_Pants/crye_pants_marpat.et`             | Variant or base prefab |
| `{EF7EF760AEBBED14}Prefabs/Characters/Uniforms/Crye_Pants/crye_pants_marpat_desert.et`      | Variant or base prefab |
| `{2FDEBA2FF1B7759E}Prefabs/Characters/Uniforms/Crye_Pants/crye_pants_mc.et`                 | Variant or base prefab |
| `{A86E5BCD319975E8}Prefabs/Characters/Uniforms/Crye_Pants/crye_pants_mcblack.et`            | Variant or base prefab |
| `{FCFE4E066D9E2249}Prefabs/Characters/Uniforms/Crye_Pants/crye_pants_od.et`                 | Variant or base prefab |

</details>


# FROG Combat Pants

The FROG (Flame-Resistant Organizational Gear) combat pants are part of the US Marine Corps' uniform system, designed to protect personnel against flash fires and heat hazards in combat environments.

## Specifications

| Category     | Data                          |
| ------------ | ----------------------------- |
| Name in game | FROG Combat Pants - MARPAT-WD |
| Faction      | US forces (BLUFOR)            |

## Variants

The item is available in these versions:

* FROG Combat Pants - MARPAT-WD
* FROG Combat Pants - AOR2
* FROG Combat Pants - MARPAT-D
* FROG Combat Pants - MCAM

## Prefabs

{% hint style="info" %}
Use these prefabs in Workbench or in your own mission/mod.
{% endhint %}

| Prefab                                                                           | Description                   |
| -------------------------------------------------------------------------------- | ----------------------------- |
| `{76D80043D6BFFB57}Prefabs/Characters/Uniforms/Pants_FROG_Trousers.et`           | FROG Combat Pants - MARPAT-WD |
| `{B3123B204D2C0BFD}Prefabs/Characters/Uniforms/Pants_FROG_Trousers_AOR2.et`      | FROG Combat Pants - AOR2      |
| `{E3CB68055CF0559A}Prefabs/Characters/Uniforms/Pants_FROG_Trousers_AOR2_wear.et` | Variant or base prefab        |
| `{F6A9C2400BE103E4}Prefabs/Characters/Uniforms/Pants_FROG_Trousers_Arid.et`      | FROG Combat Pants - MARPAT-D  |
| `{8EBEEBC8D5BD7C5E}Prefabs/Characters/Uniforms/Pants_FROG_Trousers_Arid_wear.et` | Variant or base prefab        |
| `{7824F6BA0A92A8DC}Prefabs/Characters/Uniforms/Pants_FROG_Trousers_MC.et`        | FROG Combat Pants - MCAM      |
| `{0AD9AADEB3F69B4D}Prefabs/Characters/Uniforms/Pants_FROG_Trousers_MC_wear.et`   | Variant or base prefab        |
| `{F1FD8C95CE606C2B}Prefabs/Characters/Uniforms/Pants_FROG_Trousers_wear.et`      | Variant or base prefab        |


# Eye Protection

Ballistic eyewear system with interchangeable lenses, adopted by the USMC as the Improved Ballistic Eyewear (IBE) spectacle.

## Specifications

| Category     | Data                    |
| ------------ | ----------------------- |
| Name in game | Crossbow Glasses - Tan  |
| Weight       | 36 g                    |
| Faction      | Russian forces (REDFOR) |

## Variants

The item is available in these versions:

* Crossbow Glasses - Tan
* Crossbow Glasses - Black
* Gascan Glasses - MCAM

## Prefabs

{% hint style="info" %}
Use these prefabs in Workbench or in your own mission/mod.
{% endhint %}

| Prefab                                                                                  | Description              |
| --------------------------------------------------------------------------------------- | ------------------------ |
| `{BA0AD5FBC86E88D3}Prefabs/Characters/Eyewear/crossbow/Eyewear_ess_crossbow.et`         | Crossbow Glasses - Tan   |
| `{608F66AB8B36B85D}Prefabs/Characters/Eyewear/crossbow/Eyewear_ess_crossbow_blk.et`     | Crossbow Glasses - Black |
| `{F3672F802360D2E4}Prefabs/Characters/Eyewear/crossbow/Eyewear_ess_crossbow_blk_clr.et` | Crossbow Glasses - Black |
| `{D4ABE8F396146587}Prefabs/Characters/Eyewear/crossbow/Eyewear_ess_crossbow_clr.et`     | Crossbow Glasses - Tan   |
| `{2934192D7BA3465E}Prefabs/Characters/Eyewear/gascan/Eyewear_gascan.et`                 | Gascan Glasses - MCAM    |
| `{79A869C91A7A1368}Prefabs/Characters/Eyewear/gascan/Eyewear_gascan_Blk.et`             | Variant or base prefab   |


# Footware

This section contains the footware pages of the US forces (BLUFOR).

| Page                                                                                                                                | Description                                                                                                                                                           |
| ----------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [BCT Boots](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/footware/bct-boots)                     | Lightweight, authorized commercial military boots seen across the United States Armed Forces.                                                                         |
| [USMC Combat Boot](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/footware/usmc-combat-boot)       | The USMC RAT (Rugged All Terrain) combat boots are issued to US Marine Corps personnel, designed for use across a wide range of terrain and environmental conditions. |
| [Rocky SV2 Boots](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/footware/rocky-sv2-boots)         | Authorized commercial military boots seen across the United States armed forces.                                                                                      |
| [Luma Military Boots](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/footware/luma-military-boots) | Commercial hi-cut, waterproof boots.                                                                                                                                  |
| [Salomon X Ultra](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/footware/salomon-x-ultra)         | Commercial mid-cut, waterproof hiking shoes.                                                                                                                          |
| [Altama](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/footware/altama)                           | Commercial mid-cut, tactical street shoes.                                                                                                                            |
| [Altama Boots](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/footware/altama-boots)               | Commercial low-cut, waterproof hiking shoes.                                                                                                                          |


# BCT Boots

Lightweight, authorized commercial military boots seen across the United States Armed Forces.

## Specifications

| Category     | Data                   |
| ------------ | ---------------------- |
| Name in game | SI Light Assault Boots |
| Weight       | 2 kg                   |

## Prefabs

{% hint style="info" %}
Use these prefabs in Workbench or in your own mission/mod.
{% endhint %}

| Prefab                                                                    | Description            |
| ------------------------------------------------------------------------- | ---------------------- |
| `{934C7275AC865817}Prefabs/Characters/Footwear/Boots_BCT/Footwear_BCT.et` | SI Light Assault Boots |


# USMC Combat Boot

The USMC RAT (Rugged All Terrain) combat boots are issued to US Marine Corps personnel, designed for use across a wide range of terrain and environmental conditions.

## Specifications

| Category     | Data           |
| ------------ | -------------- |
| Name in game | USMC RAT Boots |
| Weight       | 2 kg           |

## Prefabs

{% hint style="info" %}
Use these prefabs in Workbench or in your own mission/mod.
{% endhint %}

| Prefab                                                                                    | Description    |
| ----------------------------------------------------------------------------------------- | -------------- |
| `{320FA1CD5B1D5601}Prefabs/Characters/Footwear/Boots_USMC_Combat/Footwear_USMC_Combat.et` | USMC RAT Boots |


# Rocky SV2 Boots

Authorized commercial military boots seen across the United States armed forces.

## Specifications

| Category     | Data                    |
| ------------ | ----------------------- |
| Name in game | RCKY S2V Predator Boots |
| Weight       | 2 kg                    |

## Prefabs

{% hint style="info" %}
Use these prefabs in Workbench or in your own mission/mod.
{% endhint %}

| Prefab                                                                                | Description             |
| ------------------------------------------------------------------------------------- | ----------------------- |
| `{21B331B5FA807997}Prefabs/Characters/Footwear/Boots_Rocky_SV2/Footwear_Rocky_SV2.et` | RCKY S2V Predator Boots |


# Luma Military Boots

Commercial hi-cut, waterproof boots.

## Specifications

| Category     | Data                        |
| ------------ | --------------------------- |
| Name in game | Zephyr GTX Hi Boots - Black |
| Weight       | 2 kg                        |

## Prefabs

{% hint style="info" %}
Use these prefabs in Workbench or in your own mission/mod.
{% endhint %}

| Prefab                                                                      | Description                 |
| --------------------------------------------------------------------------- | --------------------------- |
| `{24F6795DC36C79D7}Prefabs/Characters/Footwear/Boots_Luma/Footwear_Luma.et` | Zephyr GTX Hi Boots - Black |


# Salomon X Ultra

Commercial mid-cut, waterproof hiking shoes.

## Specifications

| Category     | Data                  |
| ------------ | --------------------- |
| Name in game | X Ultra Pioneer Shoes |
| Weight       | 2 kg                  |

## Prefabs

{% hint style="info" %}
Use these prefabs in Workbench or in your own mission/mod.
{% endhint %}

| Prefab                                                                            | Description           |
| --------------------------------------------------------------------------------- | --------------------- |
| `{057E63449502EBCA}Prefabs/Characters/Footwear/Boots_Salomon/Footwear_Salomon.et` | X Ultra Pioneer Shoes |


# Altama

Commercial mid-cut, tactical street shoes.

## Specifications

| Category     | Data                                    |
| ------------ | --------------------------------------- |
| Name in game | Maritime Assault Mid Shoes - Black MCAM |
| Weight       | 2 kg                                    |

## Prefabs

{% hint style="info" %}
Use these prefabs in Workbench or in your own mission/mod.
{% endhint %}

| Prefab                                                                          | Description                             |
| ------------------------------------------------------------------------------- | --------------------------------------- |
| `{64B94D8A4D92A4BD}Prefabs/Characters/Footwear/Boots_Altama/Footwear_Altama.et` | Maritime Assault Mid Shoes - Black MCAM |


# Altama Boots

Commercial low-cut, waterproof hiking shoes.

## Specifications

| Category     | Data                |
| ------------ | ------------------- |
| Name in game | X Ultra 4 Low Shoes |
| Weight       | 2 kg                |

## Prefabs

{% hint style="info" %}
Use these prefabs in Workbench or in your own mission/mod.
{% endhint %}

| Prefab                                                                                         | Description         |
| ---------------------------------------------------------------------------------------------- | ------------------- |
| `{660952F979E8EBF2}Prefabs/Characters/Footwear/Boots_solomon_ultra_x/Footwear_Altama_Boots.et` | X Ultra 4 Low Shoes |


# Gloves

This section contains the gloves pages of the US forces (BLUFOR).

| Page                                                                                                    | Description                                                                      |
| ------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------- |
| [M-Pact](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/gloves/m-pact) | Tactical gloves with reinforced knuckles and palm padding for impact protection. |


# M-Pact

Tactical gloves with reinforced knuckles and palm padding for impact protection.

## Specifications

| Category     | Data                   |
| ------------ | ---------------------- |
| Name in game | M-Pact Gloves - Coyote |

## Variants

The item is available in these versions:

* M-Pact Gloves - Coyote
* M-Pact Gloves - Black
* M-Pact Gloves - Brown
* M-Pact Gloves - Covert
* M-Pact Gloves - Gray

## Prefabs

{% hint style="info" %}
Use these prefabs in Workbench or in your own mission/mod.
{% endhint %}

| Prefab                                                                                        | Description            |
| --------------------------------------------------------------------------------------------- | ---------------------- |
| `{C37319084759FB90}Prefabs/Characters/Handwear/Gloves_MechanixMpact/Gloves_mpack.et`          | M-Pact Gloves - Coyote |
| `{8D4A4DF9111F0682}Prefabs/Characters/Handwear/Gloves_MechanixMpact/Gloves_mpack_Blk.et`      | M-Pact Gloves - Black  |
| `{1E991CD19C6F7659}Prefabs/Characters/Handwear/Gloves_MechanixMpact/Gloves_mpack_Brown.et`    | M-Pact Gloves - Brown  |
| `{ABB779CFC2E11E89}Prefabs/Characters/Handwear/Gloves_MechanixMpact/Gloves_mpack_Covert.et`   | M-Pact Gloves - Covert |
| `{4E37FE174E8C266C}Prefabs/Characters/Handwear/Gloves_MechanixMpact/Gloves_mpack_Coyote.et`   | M-Pact Gloves - Coyote |
| `{B9FA26F5990CDEDD}Prefabs/Characters/Handwear/Gloves_MechanixMpact/Gloves_mpack_MC.et`       | Variant or base prefab |
| `{974EA340B1751B24}Prefabs/Characters/Handwear/Gloves_MechanixMpact/Gloves_mpack_WolfGrey.et` | M-Pact Gloves - Gray   |


# Helmets

This section contains the helmets pages of the US forces (BLUFOR).

| Page                                                                                                                                           | Description                                                                                                                                                              |
| ---------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| [3M™ PELTOR™ ComTac™ VI](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/helmets/3m-tm-peltor-tm-comtac-tm-vi) | The 3M™ PELTOR™ ComTac™ VI is an integrated active hearing protection and communication headset.                                                                         |
| [ECH](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/helmets/ech)                                             | The ECH (Enhanced Combat Helmet) is a protective helmet used by the U.S.                                                                                                 |
| [CVC](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/helmets/cvc)                                             | The Combat Vehicle Crewman (CVC) DH-132B helmet is a ballistic shell with an integrated headset, primarily for the use by crewmen of light and heavily armored vehicles. |
| [ACH](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/helmets/ach)                                             | The Advanced Combat Helmet (ACH) is a significant upgrade in military protective gear, primarily constructed from Kevlar, known for its high strength-to-weight ratio.   |
| [MICH](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/helmets/mich)                                           | The Modular Integrated Communications Helmet (MICH) is a specialized combat helmet used by the U.S.                                                                      |


# 3M™ PELTOR™ ComTac™ VI

{% hint style="info" %}
Introduced in **0.2.414**
{% endhint %}

The 3M™ PELTOR™ ComTac™ VI is an integrated active hearing protection and communication headset.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-33dfa6cc4e8bda7075b946c31c182526dca48309%2Fimage.png?alt=media" alt=""><figcaption><p>3M Peltor ComTac VI Variants</p></figcaption></figure>

It can also be mounted onto helmets with a rail system or worn underneath them.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-9813bb2e8c4b7372bfb2081f42cd6bb23af99127%2Fimage.png?alt=media" alt=""><figcaption><p>Attached to a LShZ Helmet</p></figcaption></figure>

## Related pages

* [Hearing Protection](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/hearing-protection)


# ECH

{% hint style="info" %}
Introduced in **0.3.787**
{% endhint %}

The ECH (Enhanced Combat Helmet) is a protective helmet used by the U.S. military. It is designed to offer increased ballistic protection compared to previous models, such as the Advanced Combat Helmet (ACH) and the Personal Armor System for Ground Troops (PASGT) helmet.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-e6b5f3d1cb85f5d226ba5ab96f78ced806c372fa%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

The helmet is compatible with the [RHS Extended Inventory System](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/rhs-extended-inventory-system)and can mount NVGs and Velcro attachments when Velcro is present.

Various High and Low Cut versions are available.


# CVC

Combat Vehicle Crewman

{% hint style="info" %}
Introduced in **0.2.414**
{% endhint %}

The Combat Vehicle Crewman (CVC) DH-132B helmet is a ballistic shell with an integrated headset, primarily for the use by crewmen of light and heavily armored vehicles.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-dce7ef2fb09f121ed521f90b7d95d6a0070be19f%2Fimage.png?alt=media" alt=""><figcaption><p>CVC DH-132B</p></figcaption></figure>

DH-132s have Level I protection and will deflect a point blank hit from a 9 mm to some older 7.62 mm bullets.


# ACH

The Advanced Combat Helmet (ACH) is a significant upgrade in military protective gear, primarily constructed from Kevlar, known for its high strength-to-weight ratio. This material choice offers superior ballistic protection against small arms fire and shrapnel. The ACH's design optimizes the balance between comprehensive coverage and weight management, improving upon its predecessors like the PASGT helmet in both protection and comfort. Its enhanced ballistic capabilities are crucial in modern combat, providing robust protection against direct bullet and fragment impacts.

In addition to its protective qualities, the ACH is designed for comfort and compatibility with other military equipment. It features adjustable internal padding, ensuring a comfortable and secure fit for various head sizes, and is adaptable with communication systems, night vision devices, and goggles. The helmet also supports modular attachments, like visors and camouflage covers, allowing for customization according to different mission requirements. Despite its enhanced protection, the ACH maintains a lighter weight, aiding in mobility and reducing fatigue during prolonged use, making it a standard issue in many military units worldwide.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-33bc719a6122e7077d89fa607ffbe6da47ef158d%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>


# MICH

The Modular Integrated Communications Helmet (MICH) is a specialized combat helmet used by the U.S. military, designed to enhance the integration of communication systems while providing robust ballistic protection. The MICH is a precursor to the Advanced Combat Helmet (ACH) and represents a significant evolution from older helmet designs like the PASGT. It is primarily made from Kevlar, ensuring high levels of protection against ballistic threats and shrapnel. The design of the MICH focuses on a lower helmet profile, which not only improves the field of vision and hearing but also enhances compatibility with various communication devices and night vision equipment.

One of the key features of the MICH is its focus on modularity and customization. The helmet can be outfitted with a range of accessories, including NVG mounts, rails for attaching additional equipment, and various forms of camouflage covers. This modularity allows it to be adapted to a wide range of combat scenarios and personal preferences. Additionally, the MICH offers improved comfort features compared to its predecessors. It comes with advanced padding systems, which not only increase comfort but also add to the helmet's protective capabilities by improving shock absorption. The design and features of the MICH have significantly influenced the development of later helmets like the ACH, underscoring its pivotal role in modern military gear.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-61e60e4f962e4ac70efdf058ae8005f6f96723c8%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>


# Mask

Simple tactical mask designed to conceal the face while providing basic protection against weather and environmental conditions.

## Specifications

| Category     | Data                    |
| ------------ | ----------------------- |
| Name in game | Balaclava               |
| Weight       | 170 g                   |
| Faction      | Russian forces (REDFOR) |

## Variants

The item is available in these versions:

* Balaclava
* Balaclava - ATACS-FG
* Balaclava - Black
* Balaclava - Coyote
* Balaclava - MCAM
* Balaclava - Olive Drab
* Balaclava - Tan

## Prefabs

{% hint style="info" %}
Use these prefabs in Workbench or in your own mission/mod.
{% endhint %}

| Prefab                                                                                               | Description            |
| ---------------------------------------------------------------------------------------------------- | ---------------------- |
| `{338A1C13304023FE}Prefabs/Characters/HeadGear/Balaclavas/Balaclava_base.et`                         | Balaclava              |
| `{182BE405EE3E4C6F}Prefabs/Characters/HeadGear/Balaclavas/Balaclava_v1/Balaclava_v1_ATACS.et`        | Balaclava - ATACS-FG   |
| `{CB379AD8EC48690C}Prefabs/Characters/HeadGear/Balaclavas/Balaclava_v1/Balaclava_v1_BLK.et`          | Balaclava - Black      |
| `{B370D7A2DDBB73B7}Prefabs/Characters/HeadGear/Balaclavas/Balaclava_v1/Balaclava_v1_Coyote_brown.et` | Balaclava - Coyote     |
| `{F666F01271F1BCC3}Prefabs/Characters/HeadGear/Balaclavas/Balaclava_v1/Balaclava_v1_Multicam.et`     | Balaclava - MCAM       |
| `{7621C7D9145AF8D5}Prefabs/Characters/HeadGear/Balaclavas/Balaclava_v1/Balaclava_v1_OD.et`           | Balaclava - Olive Drab |
| `{AC9EAD5ABE1C290E}Prefabs/Characters/HeadGear/Balaclavas/Balaclava_v1/Balaclava_v1_RHS.et`          | Balaclava              |
| `{084A2936B3DB49E2}Prefabs/Characters/HeadGear/Balaclavas/Balaclava_v1/Balaclava_v1_Tan.et`          | Balaclava - Tan        |
| `{D60E6F2F6CFB01A7}Prefabs/Characters/HeadGear/Balaclavas/Balaclava_v1/Balaclava_v1_base.et`         | Balaclava              |


# Vest

This section contains the vest pages of the US forces (BLUFOR).

| Page                                                                                                           | Description                                                                                                                                                                                                      |
| -------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [APC Vest](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/vests/apc-vest)     | For the plate carriers that are in the mod, see Vests.                                                                                                                                                           |
| [PC Gen III](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/vests/pc-gen-iii) | The USMC Plate Carrier Generation III, commonly known as the PC Gen III, stands as a pinnacle of modern tactical gear designed to equip Marines with the utmost protection and versatility in combat situations. |


# APC Vest

{% hint style="warning" %}
The APC vest is not in the mod at this time. This page is a placeholder for a planned item.
{% endhint %}

For the plate carriers that are in the mod, see [Vests](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/uniforms/vests).


# PC Gen III

{% hint style="info" %}
Introduced in **0.3.787**
{% endhint %}

The USMC Plate Carrier Generation III, commonly known as the PC Gen III, stands as a pinnacle of modern tactical gear designed to equip Marines with the utmost protection and versatility in combat situations. This advanced vest embodies a fusion of cutting-edge technology and practical functionality, featuring modular attachment points strategically placed for the convenient carry of essential gear and equipment. Its integrated magazine pouches ensure quick and efficient access to ammunition, while the option to incorporate ballistic plates enhances the wearer's ballistic protection capabilities. Beyond its functional prowess, the PC Gen III prioritizes comfort and durability, allowing Marines to operate effectively and confidently in the most demanding operational environments. This plate carrier represents a pivotal advancement in the USMC's combat gear, reflecting the commitment to providing Marines with the best tools for their mission success and personal safety.

The pouches are attached separately to the plate carrier into the webbing slot.

To provide protection the plate carriers must be equipped with plates. Different plates are suitable for different plate pouches and have different protection capabilities. Armor plates also degrade once they take damage even if they are not penetrated. The inventory indicator both as a progress bar with the leter A in the icon as well as in the description tell you the state of the plate integrity.


# Gadgets

This section contains the gadgets pages of the US forces (BLUFOR).

| Page                                                                                                      | Description                                                                                                                                                  |
| --------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| [AN/PRC-152A](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/gadgets/an-prc-152a) | The AN/PRC-152A is a handheld, multiband, software-defined radio (SDR) designed for secure voice and data communication in military and tactical operations. |
| [AN / PRC 117](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/gadgets/an-prc-117) | HARRIS Falcon systems are integrated systems designed to work in harsh environments (Battlefields, Disasters).                                               |
| [AN / PRC 152](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/gadgets/an-prc-152) | HARRIS Falcon systems are integrated systems designed to work in harsh environments (Battlefields, Disasters).                                               |
| [AN/PSN-13 DAGR](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/gadgets/dagr)     | The AN/PSN-13 Defense Advanced GPS Receiver (DAGR) is the standard handheld GPS receiver of US forces.                                                       |
| [AN/PVS-14](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/gadgets/an-pvs-14)     | The AN/PVS-14 is a multi-purpose night vision monocular developed by the United States military.                                                             |
| [Vector 21](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/gadgets/vector-21)     | Vector 21 is a binocular rangefinder with day optics, an integrated 3-dimensional, 360° digital compass and a precise class 1 eye-safe laser rangefinder.    |


# AN/PRC-152A

**Overview:**\
The AN/PRC-152A is a handheld, multiband, software-defined radio (SDR) designed for secure voice and data communication in military and tactical operations. It supports VHF, UHF, and SATCOM frequencies, making it highly versatile for use in ground, air, and maritime environments. Its advanced encryption capabilities ensure secure and reliable communication in contested environments.

**Development & Background:**\
The AN/PRC-152A is an enhanced version of the AN/PRC-152, developed to meet the increasing demands for software-defined, wideband communication on the battlefield. It features wideband networking capability, supporting TrellisWare’s TSM-X waveform for real-time data sharing and coordination across units. This upgrade allows for improved situational awareness, interoperability, and data transfer speeds, ensuring effective command and control in both conventional and special operations.

**Service & Usage:**\
The AN/PRC-152A is widely used by military forces, special operations teams, and emergency response units, valued for its rugged construction, extended range, and multiple encryption standards. It is compatible with legacy and next-generation communication systems, allowing seamless integration with manpack radios, vehicle-mounted systems, and command networks. Its flexible waveform support makes it an essential tool for secure battlefield coordination, reconnaissance, and real-time intelligence sharing in modern warfare.

| Category                    | Data                  |
| --------------------------- | --------------------- |
| Number of Transceivers      | 2                     |
| Default Channel Frequencies | 32000 kHz & 48000 kHz |
| Transmitting Range          | 2200 m                |
| Min Tuneable Frequency      | 32000 kHz             |
| Max Tuneable Frequency      | 68000 kHz             |
| Frequency Resolution        | 200 kHz               |


# AN / PRC 117

HARRIS Falcon systems are integrated systems designed to work in harsh environments (Battlefields, Disasters). They are able to provide communication and connectivity in various spectra.

{% hint style="info" %}
To be Introduced in **0.2.XXX**
{% endhint %}

The FILBE 35L is a modular US Marine Corps rucksack designed as part of the FILBE (Family of Improved Load Bearing Equipment) system for carrying mission-essential gear in the field.

## Specifications

| Category     | Data                              |
| ------------ | --------------------------------- |
| Name in game | FILBE 35L Backpack \[AN/PRC-117G] |
| Weight       | 9 kg                              |

## Prefabs

{% hint style="info" %}
Use these prefabs in Workbench or in your own mission/mod.
{% endhint %}

| Prefab                                                                        | Description                       |
| ----------------------------------------------------------------------------- | --------------------------------- |
| `{9F6BD5440120D0EA}Prefabs/Items/Equipment/Backpacks/FILBE_Backpack_Radio.et` | FILBE 35L Backpack \[AN/PRC-117G] |


# AN / PRC 152

HARRIS Falcon systems are integrated systems designed to work in harsh environments (Battlefields, Disasters). They are able to provide communication and connectivity in various spectra.

{% hint style="info" %}
Introduced in **0.2.458**
{% endhint %}

## Introduction

The AN/PRC-152 Multiband Handheld Radio, also known as Falcon III, is a portable, compact, tactical software-defined combat-net radio manufactured by Harris Corporation. It is compliant without waivers to the Joint Tactical Radio System (JTRS) Software Communications Architecture (SCA). It has received NSA certification for the transmission of Top Secret data.

{% hint style="info" %}
The designation AN/PRC signifies Army/Navy Portable Radio used for two way Communications and is based on the Joint Electronics Type Designation System guidelines.
{% endhint %}

## Interactive parts

<table><thead><tr><th width="273">Part</th><th>Functionality</th></tr></thead><tbody><tr><td>Power and channel knob</td><td>By rotating this knob you will be able to turn on the radio and set it to custom channel. Every position on knob is saving settings chosen from MENU.</td></tr><tr><td>Battery</td><td>While operating radio you will notice that it drains battery. You will be able to change battery once you will have spare one on your inventory.</td></tr><tr><td>Keypad</td><td>Is used to program and navigate on radio's menu and interact with it.</td></tr><tr><td>Antenna</td><td>This part is responsible for the quality of transmission.</td></tr></tbody></table>

## Operations

<table><thead><tr><th width="305"></th><th></th></tr></thead><tbody><tr><td>INTERACTION THROUGH THE UI</td><td>Until now if you used [G]+[R] it would say that it turned on the radio where in fact the radio would remain off and it wouldnt allow you to recieve or transmit any data... That chagnes with this update as not only you will be able to turn your radio ON or OFF with [G]+[R] but through the [G] menu you will be able to chane current knob position using [Scrollwheel] which in vanilla radios is used for frequency adjustment but dont worry as there are new ways for doing that, more on that later..</td></tr><tr><td>RADIO SCREEN</td><td>Showing you the current radio settings and choose frequencies.</td></tr><tr><td>MENU NAVIGATION</td><td>Due to change the of functionality of [PRE+/-] keys it was necessary to move menu navigation to [ARROW LEFT/ RIGHT] which are also used for selecting predefined options</td></tr><tr><td>PRESETS</td><td>Since this update we separated KNOB positions from frequency PRESETS... this was done to prepare for upcoming content... with this shift comes change to how we use 152 as from now on buttons [PRE +/-] are used for switching between presets which allows you to change what preset is used by currently selected knob position... when switching between presets there will be now a number changing next to active transmitter as it indicates what preset is selected... with that comes ability change what preset is assigned to currently selected knob position by usage of [PRE+/-] keys</td></tr><tr><td>NEW PRESETS</td><td>By default 152 will have 5 presets that each will be assigned to corresponding knob position but with new menu position [NEW PREset] you will be able to create up to 10 presets for all you comms needs</td></tr><tr><td>FREQUENCY ADJUSTMENT</td><td>until now you would either use [G] menu with your scroll wheel or [PRE+/-] to adjust your radio frequency but now you will be doing that through usage of [ARROW LEFT/ RIGHT] (when not in the radio menu) which will change the frequency by currently selected value specified in [FREQuency RESolution] menu which allows you to adjust that value... Second way to change frequency is to manually input it through new menu position [PREset FREQuency], here when you enter input mode you will be able to use radio keyboard to input new frequency for currently selected preset... additionally while we're here you can change currently selected preset and adjust it frequency without leaving the menu by using [PRE+/-] buttons, this functionality is avialable for some other positions as well and you can recognise that by the fact that menu position will have letter 'P' with a number of currently selected preset on the left side of it</td></tr><tr><td>ENCRYPTION</td><td>Since the introduction of new presets we made it so each preset has its own encryption key that can be set via [CUSTom KEY] menu and applied when given preset is selected... In addition to that when you apply new custom encryption key it will also switch usage of custom key for that preset which previously would have to be done separately through [ENCryption KEY] menu which now is primarily used for switching it back to the default encryption key and for security reason it will also wipe previously entered encryption key... same as [PREset FREQuency], for those options you can switch to different preset by pressing [PRE+/-} keys and adjust its encryption without leaving the menu...</td></tr></tbody></table>

## User interface

AN / PRC 152 has fairly cluttered user interface which might seem intimidating at first but at closer inspection it starts to be more reasonable. Starting from top left to the bottom right:

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-c12c1fa50d472e1a1c3a5b5d5960089d6dc85b80%2F20230513090523_1.jpg?alt=media" alt=""><figcaption></figcaption></figure>

<table><thead><tr><th width="279">UI Element</th><th></th></tr></thead><tbody><tr><td><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-ddda032f4eea1395e77afaefaf96aac73958981d%2Fimage.png?alt=media" alt=""></td><td>Condition indicator is there to provide information if radio is currently listening - indicated with letter <strong>R</strong> - or broadcasting - letter <strong>T</strong></td></tr><tr><td><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-78410093f5028057671dd0fcae2f81a359129437%2Fimage.png?alt=media" alt=""></td><td>Battery status indicator that is fully black when battery is at 100%</td></tr><tr><td><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-aac9c3d30acc4c50e122abfc54c6fb2652bcc931%2Fimage.png?alt=media" alt=""></td><td>Focus indicator that shows which element will be manipulated if user presses respective keys</td></tr><tr><td><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-7f79fffb985663a2446f2a94743996b6e08107cd%2Fimage.png?alt=media" alt=""></td><td>Active transmitter preset indicator with number of currently selected preset</td></tr><tr><td><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-0cfed8e2446083d6978a20bbe3f2de8e1c484479%2Fimage.png?alt=media" alt=""></td><td>Frequency of selected preset</td></tr><tr><td><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-3e042fb1983602e089948e34adea50373025a6d3%2Fimage.png?alt=media" alt=""></td><td>Transmission indicator - When user is broadcasting through the radio then only top (right) arrow will be visible and progress bar will be filled depending on the currently selected power mode. When user is not broadcasting and there is an incoming transmission then only bottom (left) arrow will be visible, in such case bar will depict incoming signal strength/ quality which is dependent on the distance to and power of that broadcasting radio. If there are no incoming or outgoing transmissions then the bar will be empty and both arrows are going to be visible.</td></tr><tr><td><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-3ed3b2093d0db545ad81e0b5c95ee7e60afcce63%2Fimage.png?alt=media" alt=""></td><td>Receiver frequency - due to 152 small size it is only capable to transmit signal only on one frequency and frequency marked with letter <strong>R</strong> is only for listening to that frequency which by default is set to US platoon frequency</td></tr><tr><td><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-6df5c101eee938d2f038be667d1de99761f7a961%2Fimage.png?alt=media" alt=""></td><td>Power mode indicator - Depending on currently selected power mode UI will show <strong>L</strong> - LOW - or <strong>M</strong> - MEDIUM - or <strong>H</strong> - HIGH - to tell user of current radio range and power consumption</td></tr></tbody></table>

When user is in radio menu then there are few changes to the UI:

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-0d11e07661284baf8b204d13c31e7a478dea322a%2F20230513093214_1.jpg?alt=media" alt=""><figcaption><p>Only elements that change will be described which in this case is the center area of the radio screen</p></figcaption></figure>

|                                                                                                                                                                                                     |                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      |
| --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| ![](https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-edaf667c6bc319a64396d23b63ff3bbb940619e3%2Fimage.png?alt=media) | Preset indicator - If such element is present then it means that changes made to this option will apply only to preset with that number. Additionally it also means that player can now switch to a different preset by pressing buttons \[PRE +] or \[PRE -] without leaving the menu.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              |
| ![](https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-6659018e0ef8a51a220761e149cfed5f8c467e90%2Fimage.png?alt=media) | Position name and its number in the menu.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            |
| ![](https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-9a86a97ce378be9351a9181b9c9b4e4367b67160%2Fimage.png?alt=media) | Focus indicator which in image above is showing that user is currently adjusting options of currently displayed position. By default indicator will be next to the top row to allow user togo to the next menu position by pressing buttons ![](https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-e862bd366a38575d8f5ea707ee9d03b9a0701584%2Fimage.png?alt=media) or![](https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-6834e5d4b29dc71e0b79ff9684ed0bf8111abc81%2Fimage.png?alt=media). If user would want to change option of selected position then to move focus he has press ![](https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-a0374bf59c3294e7cdd2e43d8992380e5900b6bd%2Fimage.png?alt=media). |
| ![](https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-6a5f73a6411aea624ed3ab984633408d983e78d7%2Fimage.png?alt=media) | Currently selected option for currently displayed position.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          |

## Menu positions

AN / PRC 152 has as of right now 9 menu positions which will be described below:

<table><thead><tr><th width="147.33333333333331" data-type="number">Pos number</th><th>Position name</th><th>Position description</th></tr></thead><tbody><tr><td>1</td><td>BEEP</td><td>Default: ON<br>Options: ON / OFF<br>Allows for disabling of all beep sounds.</td></tr><tr><td>2</td><td>POWER</td><td>Default: MEDIUM<br>Options: LOW / MEDIUM / HIGH<br>Allows user to change power mode of the radio which directly impacts its range and power consumption<br>LOW - ~500m at 0.5W<br>MEDIUM - ~2200m at 2W<br>HIGH - 6000m at 5W</td></tr><tr><td>3</td><td>LED</td><td>Default: AUTO<br>Options: OFF / ON / AUTO<br>Allows for controlling of radio backlight (screen and keys). Option AUTO will turn backlight automatically for 5s when user interacts with the radio (presses buttons/ adjusts knob). Backlight will slightly increase power cunsumption.</td></tr><tr><td>4</td><td>SCND TRANS</td><td>Default: ON<br>Options: OFF / ON<br>Allows for disabling of second transmiter (marked with letter <strong>R</strong>)</td></tr><tr><td>5</td><td>P<em>X</em>: ENC KEY</td><td>Default: DEFAULT<br>Options: DEFAULT / CUSTOM<br>Allows for switching between default and custom encryption key for currently selected preset that indicated by number next to letter <strong>P</strong></td></tr><tr><td>6</td><td>P<em>X</em>: CUST KEY</td><td>Position that allows users to input custom numeric encryption key for currently selected preset that is indicated by number next to the letter <strong>P</strong></td></tr><tr><td>7</td><td>FREQ RES</td><td>Default: 100<br>Options: 10 / 100 / 1000 / 5000<br>Allows user to change step that will be used when user is adjusting frequency with buttons <img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-e862bd366a38575d8f5ea707ee9d03b9a0701584%2Fimage.png?alt=media" alt=""> or<img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-6834e5d4b29dc71e0b79ff9684ed0bf8111abc81%2Fimage.png?alt=media" alt=""> while on the main radio screen - not in menu.</td></tr><tr><td>8</td><td>P<em>X</em>: PRE FREQ</td><td>Default: <em>Frequency of currently selected preset</em><br>Allows users to input new preset frequency by using radio keyboard - this position adjust frequency for currently selected preset that is indicated by number next to the letter <strong>P</strong></td></tr><tr><td>9</td><td>NEW PRE</td><td>Default: NEW PRE FREQ<br>Allows users to create new preset which AN / PRC 152 can have up to 10 (which means 5 new as there are 5 by default).</td></tr></tbody></table>


# AN/PSN-13 DAGR

{% hint style="info" %}
Introduced in **0.5**
{% endhint %}

The AN/PSN-13 Defense Advanced GPS Receiver (DAGR) is the standard handheld GPS receiver of US forces. Use it to read your position, manage waypoints and routes, navigate, and receive target data from a laser rangefinder.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-d935abf527478a7d2f8a5454d6a8c52b39c12fea%2Fdagr-present-position.webp?alt=media" alt="DAGR in hand with the Present Position page"><figcaption><p>DAGR with the Present Position page</p></figcaption></figure>

## Description

The DAGR has a monochrome screen and a keypad. The pages and menus follow the real device. The device keeps its state (waypoints, routes, active navigation, settings) when you put it away, and in the inventory.

The DAGR has these main functions:

* **Present Position**: grid, elevation, estimated horizontal error (EHE), ground speed, track, time and date.
* **Situational Awareness**: a map of the area with your position, the waypoints and the active route.
* **Nav Pointer**: a compass rose with an arrow, the azimuth and the range to the target of the navigation.
* **Satellite Sky View**: the satellites in view.
* **Waypoints and routes**: up to 15 routes, made of legs between waypoints.
* **Alerts**: an approach alert and an arrival alert during navigation.
* **Image Viewer**: raster maps of Everon, Arland and Kolguyev.
* **Rangefinder link**: receives the target from a linked Vector 21 or PDU-4.

## Usage

Put the DAGR in a quick slot and take it in your hand. Raise it to look at the screen. The keypad works only while you inspect the device.

| Keys                            | Action   | Result                                                                                         |
| ------------------------------- | -------- | ---------------------------------------------------------------------------------------------- |
| **`E`**                         | ENTER    | Selects the item. On the power-on page, acknowledges the warning.                              |
| **`Q`**                         | QUIT     | Goes back one step.                                                                            |
| **`F`**                         | MENU     | Opens the page menu. Push again to open the main menu.                                         |
| **`C`**                         | POS      | Shows the next page: Present Position, Situational Awareness, Nav Pointer, Satellite Sky View. |
| **`W`** **`A`** **`S`** **`D`** | Arrows   | Move the selection. On the Present Position page, **`W`** and **`S`** show the other pages.    |
| **`1`**                         | F1 (IN)  | Zooms in on the map.                                                                           |
| **`2`**                         | F2 (OUT) | Zooms out on the map.                                                                          |

You can also click the keys on the device with the mouse.

### Main menu

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-ea36816d97bd41f60b388b67c7c6008ecb183e04%2Fdagr-main-menu.webp?alt=media" alt="DAGR main menu"><figcaption><p>Main menu</p></figcaption></figure>

The main menu has these entries:

* **Navigation**: Nav Pointer, Present Position, Sit Awareness, Satellite Sky View, Image Viewer, Stop Navigation.
* **WP/Route/Alerts**: Waypoints (WPs), Routes, Alerts.
* **Communications**: the rangefinder link.

### Navigate to a waypoint

1. Push **`F`** to open the main menu.
2. Select **WP/Route/Alerts**, then **Waypoints (WPs)**.
3. Select the waypoint.
4. Push **`F`** and select **Direct To WP**.
5. Push **`C`** until the Nav Pointer page shows.
6. Turn until the arrow points up. The page shows the azimuth and the range to the waypoint.

### Navigate a route

1. Open **WP/Route/Alerts > Routes**.
2. Push **`F`** and select **Create**, or select a route and **Edit**.
3. Add the legs. Each leg ends at a waypoint.
4. Set the alert radius (5 m to 250 m). The DAGR goes to the next leg inside this radius.
5. Push **`F`** and select **Navigate Route**.

The DAGR shows **ARRIVED** at the last waypoint. Use **Navigation > Stop Navigation** to stop.

### Alerts

Open **WP/Route/Alerts > Alerts** to set the alerts:

* **Approach Alert**: on or off.
* **Arrival Alert**: on or off.
* **Approach Dist**: the approach distance for direct navigation, 25 m to 1000 m (default 100 m).

An alert shows as a popup with a beep. Push **`E`** or **`Q`** to close it.

### Receive a target from a rangefinder

You can link the DAGR to a Vector 21 or a PDU-4 that you carry.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-bed795e258a50cec490d14e9a894e926ef0691f3%2Fdagr-rangefinder-link.webp?alt=media" alt="DAGR Rangefinder Link list"><figcaption><p>Rangefinder Link list</p></figcaption></figure>

1. Put the rangefinder in your inventory.
2. On the DAGR, open the main menu and select **Communications**.
3. Select the rangefinder in the **RANGEFINDER LINK** list. The list shows **Linked** next to it.
4. Measure the range to a target with the rangefinder (**`R`**).
5. The DAGR beeps and shows the **TARGET DATA** page.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-c466d252e83758e04686dabeb4f6d0d592f07408%2Fdagr-target-data.webp?alt=media" alt="DAGR Target Data page with range, azimuth, inclination, easting, northing and elevation"><figcaption><p>Target data from a Vector 21</p></figcaption></figure>

The **TARGET DATA** page shows the range, azimuth, inclination, easting, northing, elevation and the source rangefinder. On this page:

* Push **`E`** to save the target as a waypoint (name **TGT###**).
* Push **`F`** and select **Go To Target** to navigate to the target. The Nav Pointer shows **To TARGET**.
* Use **Last Target** in the link list to show the last target again.
* Use **Disconnect** in the link list to remove the link.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-9c118701a1f971bece1450f820e97c97a478483f%2Fdagr-nav-pointer-target.webp?alt=media" alt="DAGR Nav Pointer page with direct navigation to the target"><figcaption><p>Nav Pointer to the target</p></figcaption></figure>

{% hint style="warning" %}
The link works only while the DAGR and the rangefinder are on the same character. If you drop or give away one of them, the target is not sent.
{% endhint %}

### Image Viewer

Open **Navigation > Image Viewer**.

* **`A`** and **`D`** show the previous and next image. When you zoom in, they move the image.
* **`W`** and **`S`** move the image up and down.
* **`E`** zooms in (x2, maximum x8). **`Q`** zooms out or closes the viewer.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-ca8d5e6007a151237d9a3b3fbcf64e32696ae08a%2Fdagr-image-viewer.webp?alt=media" alt="DAGR Image Viewer with a zoomed map"><figcaption><p>Image Viewer, zoomed in</p></figcaption></figure>

### Map view

If you have a map and a DAGR, push the globe button in the map toolbar. The map shows a copy of your DAGR with the current page, the navigation and the target data. See [Navigation and Positioning](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/navigation-and-positioning).

## Specifications

| Category                | Data               |
| ----------------------- | ------------------ |
| Weight                  | 0.5 kg             |
| Faction                 | BLUFOR (US forces) |
| Routes                  | 15                 |
| Route alert radius      | 5 m to 250 m       |
| Approach alert distance | 25 m to 1000 m     |
| Linked rangefinders     | Vector 21, PDU-4   |

## Related pages

* [Navigation and Positioning](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/navigation-and-positioning)
* [Vector 21](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/gadgets/vector-21)
* [PDU-4](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/redfor/gadgets/pdu-4)
* [14Ts8009 Orion](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/redfor/gadgets/orion)

## Prefabs

{% hint style="info" %}
Use these prefabs in Workbench or in your own mission/mod.
{% endhint %}

| Prefab                                                                  | Description                                      |
| ----------------------------------------------------------------------- | ------------------------------------------------ |
| `{B1798B0F1258B765}Prefabs/Items/Equipment/Navigation/DAGR/DAGR.et`     | DAGR                                             |
| `{2C99C2B9A10C711D}Prefabs/Items/Equipment/Navigation/DAGR/DAGR_Map.et` | Copy of the DAGR for the map view, inherits DAGR |


# AN/PVS-14

The AN/PVS-14 is a multi-purpose night vision monocular developed by the United States military. It's part of the AN/PVS series, with the PVS standing for "Portable Visual Search." This series is used by the U.S. military and by other nations and organizations for a range of applications, including tactical operations, surveillance, and navigation.

The AN/PVS-14 uses light amplification technology to enable the user to see in low-light or nighttime conditions. It works by gathering ambient light, such as moonlight or starlight, and amplifying it to create a visible picture. This device can also work with an infrared (IR) illuminator in total darkness, where no ambient light is available.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-0bf8526cf0b27e3d4f7ff4adeb1df2b511bf7149%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

The device comes in single or dual tube configuration in both Green and White Phosphorus elements.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-5076771ef55f1d0e924dbdd2f3b562c702916fdf%2Fimage.png?alt=media" alt=""><figcaption><p>AN/PVS-14 Single Green Phosphorus</p></figcaption></figure>

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-65b6a0afeeab43cc757544fa5abd9e1118484fa6%2Fimage.png?alt=media" alt=""><figcaption><p>AN/PVS-14 Dual White Phosphorus</p></figcaption></figure>

The device also comes with a IR illuminator that enchances vision n very dark environments and can be turned on via the [RHS Radial Menu](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/radial-menu).

### Default Key Bindings

Refer to [Default Key Bindings ](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/general-systems/default-key-binds)section.


# Vector 21

{% hint style="info" %}
Introduced in **0.2.414**
{% endhint %}

Vector 21 is a binocular rangefinder with day optics, an integrated 3-dimensional, 360° digital compass and a precise class 1 eye-safe laser rangefinder. It provides distance measurements up to 12 km with 7x magnification.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-fc126288e6f8c080a911b8b4d8643eaea424a7e3%2Fimage.png?alt=media" alt=""><figcaption><p>Vector 21</p></figcaption></figure>

The engraved reticle has a line spacing of 10 mils and line-dot spacing of 5 mils. 1 mil corresponds to 1 m spacing at a distance of 1 km. In the image below you can see a 1 m cube being sighted at 100 m being exactly 10 mils.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-6e2da7a1b60fc4cc275da17f3d21c58ce9d1a1d3%2Fimage.png?alt=media" alt=""><figcaption><p>Sighting of a 1 m wide cube at a distance of 100 m with Vector 21</p></figcaption></figure>

While looking through the binocular view you can perform the following actions:

| Keys                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  | Description                                                         | Examples                                                                                                                                                                                            |
| ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Press and hold **`R`** key. Hold target for \~2 seconds in red targeting square. Release **`R`** key.                                                                                                                                                                                                                                                                                                                                                                                                                                 | Measures distance in meters to target.                              |                                                                                                                                                                                                     |
| Press and hold **`V`** key. Hold target for \~2 seconds in red targeting square. Release **`V`** key.                                                                                                                                                                                                                                                                                                                                                                                                                                 | Measures azimuth in degrees to target.                              |                                                                                                                                                                                                     |
| Press and hold **`R+V`** keys simultaneously. Hold target for \~2 seconds in red targeting square. Release **`R+V`** keys.                                                                                                                                                                                                                                                                                                                                                                                                            | Measures distance in meters and azimuth in degrees to target.       | ![](https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-4a2ca132ca2a7f307beff087760594d4ac08c6ac%2Fimage.png?alt=media) |
| Press and hold **`R`**, tap **`C`** to mark first point, move to second point and release **`R`**                                                                                                                                                                                                                                                                                                                                                                                                                                     | Measure distance between 2 points.                                  | ![](https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-715dabec328ab5498de8cb085eb2dbce71c8c742%2Fimage.png?alt=media) |
| Tap **`R`** once, press and hold **`R`**, tap **`C`** to mark first point, move to second point and release **`R`**                                                                                                                                                                                                                                                                                                                                                                                                                   | Measure horizontal and vertical distance between 2 points.          | ![](https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-de73ecb68a26f179c664af0a6085ec2526b03e93%2Fimage.png?alt=media) |
| Tap **`V`** once, press and hold **`V`** for \~2 seconds and release.                                                                                                                                                                                                                                                                                                                                                                                                                                                                 | Measure azimuth and inclination to a point.                         | ![](https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-a80bebc7a62c1667687c937fa7b9f41a93391eb0%2Fimage.png?alt=media) |
| Tap **`R`** once, press and hold **`R`** for \~2 seconds and release.                                                                                                                                                                                                                                                                                                                                                                                                                                                                 | Measure horizontal and vertical distance to a point.                |                                                                                                                                                                                                     |
| Press and hold **`V`**, tap **`C`** to mark first point, move to second and release **`V`**.                                                                                                                                                                                                                                                                                                                                                                                                                                          | Measure distance and azimuth between two objects.                   | ![](https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-ace8642d5f7ed9bb133dcdc83954242abf536423%2Fimage.png?alt=media) |
| <p>Tap <strong><code>V</code></strong>, press and hold <strong><code>V</code></strong>, tap <strong><code>C</code></strong> to mark first point (original target), move to second (arty impact) and release <strong><code>V</code></strong>.<br><br>The results are displayed together with letters (A. - add, d. - drop, L. - left, r. - right) which indicate the necessary correction terms together with the distance.<br><br>Example: If a shot is left and short, the correction is r.. and A.. with the appropriate value.</p> | Measure fall of shot between target and arty impact for correction. | ![](https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-d3c7fa9c97fbb2926bd596ae8dec689db6f5e7e5%2Fimage.png?alt=media) |

{% embed url="<https://youtu.be/BA-yZCkN32Q>" %}

## GPS link

You can send the measured target to a linked GPS receiver. Link the rangefinder on the GPS receiver, then measure the range with **`R`**. The GPS receiver shows the target data. See [AN/PSN-13 DAGR](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/gadgets/dagr) and [14Ts8009 Orion](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/redfor/gadgets/orion).


# Weapons

The following pages will provide information relating to various BLUFOR weapons.

This section contains the weapons pages of the US forces (BLUFOR).

| Page                                                                                                                | Description                                                                                                                                                                                  |
| ------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [Glock 17](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/weapons/glock-17)                 | The Glock 17 is a semi-automatic pistol chambered in 9x19mm, known for its reliability, simplicity, and high magazine capacity.                                                              |
| [Glock 45](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/weapons/glock-45)                 | The Glock 45 is a semi-automatic pistol chambered in 9x19mm, designed as a crossover pistol combining the full-size frame of the Glock 17 with the compact slide of the Glock 19.            |
| [M17](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/weapons/m17)                           | The M17 is a semi-automatic, striker-fired pistol chambered in 9x19mm, designed as the standard-issue sidearm for the U.S.                                                                   |
| [M18](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/weapons/m18)                           | The M18 is a compact, semi-automatic, striker-fired pistol chambered in 9x19mm, designed as part of the U.S.                                                                                 |
| [M17 / M18](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/weapons/m17-m18)                 | 9×19mm full-sized semi-automatic pistol.                                                                                                                                                     |
| [M27](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/weapons/m27)                           | The M27 Infantry Automatic Rifle (IAR) is a 5.56x45mm NATO gas-operated, magazine-fed automatic rifle designed to provide squad-level suppressive fire while maintaining the accuracy and... |
| [M27 IAR](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/weapons/m27-iar)                   | The M27 Infantry Automatic Rifle (IAR) is a lightweight, magazine-fed 5.56mm weapon used by the United States Marine Corps.                                                                  |
| [M4](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/weapons/m4)                             | The M4 rifle is a shorter and lighter variant of the M16A2 assault rifle, designed for the United States military.                                                                           |
| [M4A1](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/weapons/m4a1)                         | The M4A1 is a select-fire carbine chambered in 5.56x45mm, designed for versatility in modern combat environments.                                                                            |
| [M4A1 Block I](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/weapons/m4a1-block-i)         | The M4A1 Block I is an upgraded version of the M4A1 carbine, chambered in 5.56x45mm, developed under the SOPMOD (Special Operations Peculiar Modification) program.                          |
| [M4A1 Block II](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/weapons/m4a1-block-ii)       | The M4A1 Block II is an enhanced version of the M4A1 carbine, chambered in 5.56x45mm and designed for special operations forces (SOF).                                                       |
| [M16A4](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/weapons/m16a4)                       | The M16A4 is a 5.56×45mm NATO, magazine-fed, selective-fire rifle and the final evolution of the M16 family adopted by the U.S.                                                              |
| [M38 SDMR](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/weapons/m38-sdmr)                 | The M38 SDMR is a designated marksman rifle utilized by the United States Marine Corps (USMC), designed to enhance the precision engagement capabilities of infantry squads.                 |
| [M40A5](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/weapons/m40a5)                       | The M40A5 is a bolt-action sniper rifle chambered in 7.62x51mm NATO, designed for precision marksmanship and long-range engagements.                                                         |
| [MK153 SMAW Mod 2](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/weapons/mk153-smaw-mod-2) | Mk153 Mod 2 is a modernised version of the Shoulder-Launched Multipurpose Assault Weapon (SMAW).                                                                                             |
| [MK17](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/weapons/mk17)                         | The Mk 17 is not in the mod at this time.                                                                                                                                                    |
| [Attachments](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/weapons/attachments)           | Pages: Other Attachments, Optics, Lasers.                                                                                                                                                    |
| [HK416A5](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/weapons/hk416a5)                   | 5.56×45mm compact carbine.                                                                                                                                                                   |
| [M240B](/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/blufor/weapons/m240b)                       | 7.62×51mm general purpose machine gun.                                                                                                                                                       |


# Glock 17

**Overview:**\
The Glock 17 is a semi-automatic pistol chambered in 9x19mm, known for its reliability, simplicity, and high magazine capacity. Featuring a lightweight polymer frame, a striker-fired mechanism, and a 17-round magazine, the Glock 17 has become a widely adopted service pistol for military, law enforcement, and civilian users.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-37746b21feffbcd292084445908a724b5d0874d8%2FG17.jpg?alt=media" alt=""><figcaption></figcaption></figure>

**Development & Background:**\
Designed in the 1980s, the Glock 17 was developed to meet military and police requirements for a modern, high-capacity sidearm. Unlike traditional metal-framed pistols, the Glock 17 utilizes a polymer frame, making it lighter and more durable while maintaining a corrosion-resistant design. Its striker-fired action and safe-action trigger system simplify operation by eliminating external safeties, allowing for a faster response in high-pressure situations. The Glock 17’s 17+1 round capacity was a significant improvement over many pistols of its era, providing increased firepower for duty use.

<figure><img src="https://370758970-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FVykVVurkMJOzqmISKydU%2Fuploads%2Fgit-blob-be844145a552b5f6aa30d5a0df82a2205fd93e18%2FG17-2.jpg?alt=media" alt=""><figcaption></figcaption></figure>

**Service & Usage:**\
The Glock 17 has been widely adopted by military, law enforcement, and special operations units worldwide, valued for its ease of maintenance, consistent performance, and adaptability. It remains a popular choice for self-defense, duty carry, and competitive shooting, with its modular design allowing for customization with optics, suppressors, and tactical lights. The pistol’s combination of accuracy, reliability, and simplicity ensures its continued relevance in modern armed forces and law enforcement agencies.

<table data-full-width="false"><thead><tr><th>Category</th><th>Data</th></tr></thead><tbody><tr><td>Weapon Type:</td><td>Pistol</td></tr><tr><td>Calibre:</td><td></td></tr><tr><td>Length:</td><td></td></tr><tr><td>Weight:</td><td></td></tr><tr><td>Item Volume:</td><td></td></tr><tr><td>Barrel:</td><td></td></tr><tr><td>Sights:</td><td></td></tr><tr><td>Optics:</td><td></td></tr><tr><td>Rail System:</td><td></td></tr><tr><td>Buttstock:</td><td></td></tr><tr><td>Selector:</td><td></td></tr><tr><td>Muzzle Velocity:</td><td></td></tr><tr><td>Weapon Dispersion:</td><td></td></tr><tr><td>Variants (RHS):</td><td></td></tr><tr><td>Factions Arsenal:</td><td>RHS USAF, RHS ION</td></tr></tbody></table>




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