Arma 3
RKSL Studios - Foxhound LPPV
79 Comments
Josethx 26 May @ 7:06am 
The gun is bugged
Uncle Imshi 28 Jan, 2023 @ 8:15am 
I'm sure that this is a beyond dumb question, but how do I place someone in the second gunners post in the editor?

It spawns with default NATO troops just fine. But when I try to change the troops to another faction I can't get that second topcover in place
Barackuse 10 Jan, 2021 @ 10:58am 
@RKSL-Rock Thanks for the reply. No, we did not have them in the US Amy, 113 with mounted 50, HUMVEE with mounted Mark 19, M60, and 50 Cal. NP, your mod your rules. MOD itself looks amazing. Take care.
RKSL-Rock  [author] 9 Jan, 2021 @ 1:26am 
Do you have time on the actual Foxhound mounts? I'm 6ft. I cant get on the sights 50-60% of the time. I know 8+ RAF Reg Gunners and various British Army that are shorter than me, most with 3+ tours using the Foxhound and they all say the same thing. The sights aren't practical on those positions while wearing armour and kit.

So it is realistic.

But the bottom line here is that in over 300 hours of game play testing with my mates everyone. And I do mean everyone, said that the Foxhound absolutely ruined the game play when you could use the optics.

And its practical for gameplay purposes.

I dont see it as a problem.
Barackuse 8 Jan, 2021 @ 2:08pm 
@RKSL-Rock, "7ft tall and incredibly flexible too." ? In my personal experience with weapon mounts, you can lean in and easily use iron sights. Also they are suppose to be lethal to soft targets, that it what they are there for. Check out the armed polaris
RKSL-Rock  [author] 7 Jan, 2021 @ 11:16pm 
@Barackuse.... You cant use the sights properly on the real vehicle. You would have to be nearly 7ft tall and incredibly flexible too.

But the ingame reason is very simple too. When we tested it with the ability to use optics it became far too powerful and ruined the balance, removing the need for dismounts.
Barackuse 7 Jan, 2021 @ 2:20pm 
My only issue is that you can use the iron sights on the guns. :(
Triangle 17 Nov, 2020 @ 8:48am 
Awesome - Thank you for your response Rock.

I just remembered an issue we encountered before, is it possible to have some functionality that disabled the PiP - either on the unit class or via a command.

In my community we had to choose drivers based on who had the most powerful system to reduce lag / have the drivers disable PiP in video the settings ,which is somewhat annoying but not a deal breaker :) Looking forwards to your next project.
RKSL-Rock  [author] 16 Nov, 2020 @ 3:12pm 
The new version has slightly better coverage. I'll see if i can patch in the arcs later. I'm a bit busy with some other stuff. right now.
Triangle 16 Nov, 2020 @ 10:46am 
Is there any chance you could increase the overlap of the GPMG's so LG can reach 2 o clock, and RG can reach 10 o clock - perhaps the same for the rear?

I appreciate this may not be the case IRL but it makes them extremely hard to use when you cannot engage target at your 12 effectively.

Huge fan of you guys over at RKSL, I used to read your blog posts every week over the years! Thanks for your continued support to the ArmA community :)
RKSL-Rock  [author] 14 Jul, 2020 @ 10:14am 
@Skykid - Search for a guy called MikePheonix. He's making the Challenger now. I dropped mine as he's more into the armour than i am. https://twitter.com/mikephoenix
SKYKID 14 Jul, 2020 @ 1:13am 
Any chance you guys are working on a MBT in the near future ?
RKSL-Rock  [author] 21 Aug, 2019 @ 12:39am 
Yeah its a known problem with the turnin setup. The proxies still turn with the turret when turned in. Try rotating it around. I'm trying to fix this for the next version
HalfdeadKiller 20 Aug, 2019 @ 10:06pm 
Slight bug with LPPV. The Top Cover Left turn in seems to have the man turned backwards and facing the wall when in first person.
*******ive father 14 Jul, 2019 @ 2:11pm 
Don't mind my retarded-ness. I was just asking for camo-netting on the vehicle.
RKSL-Rock  [author] 14 Jul, 2019 @ 1:20pm 
"Back glasses"? No idea what you mean. There is a new version in wip. Basically updated model, new GPMGs, new interior textures and materials, new normals etc.

I have tried to do a Barracuda IR blanket version but honestly the texture looks pretty naff. I'm experimenting with a new Substance material atm. So we'll have to see how that pans out
*******ive father 14 Jul, 2019 @ 3:55am 
Hello. Ever thought about making a version with camo-net covering the back glasses?
RKSL-Rock  [author] 30 May, 2019 @ 4:09am 
NEW DISCORD LINK - Sorry wrong settings on the old one. https://discord.gg/YegMy24
RKSL-Rock  [author] 27 Feb, 2019 @ 1:45pm 
Well there is a UN version you can use in a pinch ;) But if i have the time i am going to add a few more skins like ive done with the Puma. So adding a snow camo version wouldn't be impossible.
Jones.S [48MI] 27 Feb, 2019 @ 9:53am 
@RKSL-Rock Would you consider a Plain White Version for Winter Terrains
Rook 18 Dec, 2018 @ 9:40am 
@RKSL-Rock, That's great
RKSL-Rock  [author] 18 Dec, 2018 @ 9:29am 
@Rook, there is an update due. The entire config cargo handling system has been replaced. It should fix it.
Rook 18 Dec, 2018 @ 8:54am 
It's a bit of a problem having four of the five seats classified as commander seats. It makes it impossible to assign men to the right seats in the editor.
RKSL-Rock  [author] 23 Oct, 2018 @ 1:29pm 
We simply do not allow re-uploads. Use a Steam Collection instead and everything is fine.
bruce wayne (Bruce Holson) 15 Oct, 2018 @ 8:45pm 
hello can i use this vehicule to my serveur for my specialised forces ? please ?
JohnPixels 11 Sep, 2018 @ 2:14am 
hey can i get the classnames or like a peek at the config file so i can resoound these i have real life sounds of the vehicles engine
Lynx 17 May, 2018 @ 5:26am 
Any ACE Compatibility available for this?
Chipps Dubbo 6 May, 2018 @ 8:42am 
@RKSL-Rock: Hey these are awesome models and I have looked at your page.. are you planning on uploading anymore of your work in the near future or uploading them in one solid pack?
Thanks and good work.!
me-me-s 25 Apr, 2018 @ 11:17am 
@RKSL-Rock still not working
RKSL-Rock  [author] 3 Apr, 2018 @ 10:28am 
Yes I do
me-me-s 3 Apr, 2018 @ 8:15am 
@RKSL-Rock do you mean with only the foxhound mod loaded, non of the rest
RKSL-Rock  [author] 2 Apr, 2018 @ 1:16pm 
@me_me_s i cant replicate this. Can you try with *only* the foxhound loaded and let me know please?
me-me-s 2 Apr, 2018 @ 2:19am 
@RKSL-Rock I have only one problem and that's the not having both machine gun's operable, only the left one is operable, i would like to be able to use both
MrGalaxy 11 Mar, 2018 @ 10:24am 
will we be seeing a oshkosh matv or is it mostly british vehicle
RKSL-Rock  [author] 21 Feb, 2018 @ 6:16am 
@TheNightstalk3r thanks for that. Thats very interesting info. I couldnt repeat the problem myself nor could the testers so I was begining to wonder what else was going on.
TheNightstalk3r 21 Feb, 2018 @ 4:23am 
I have found the key issue. The Devs of 3CB BAF have made a grave mistake naming a key rksla3.bikey in their own (presumably because it uses assets created by you) and did not realise that it will override all your keys when used on the same server.
Armography 18 Feb, 2018 @ 9:44am 
I get it though hahaha; 'twas treading the waters ;) but keep up the work
RKSL-Rock  [author] 18 Feb, 2018 @ 8:35am 
Not to mention it just pisses me off. ;)
RKSL-Rock  [author] 18 Feb, 2018 @ 8:34am 
Yeah, its a lot of work. But please don't port my stuff. People see it, or it leaks and It causes me all sort of nightmares with people demanding support for something i didnt release.
Armography 18 Feb, 2018 @ 8:18am 
@RKSL-Rock thanks for getting back, well i was experimenting with porting stuff to arma 3 a while ago and i actually ported the Lynx pack, just for the screenshots celebrating the end of the 40 years of service of the lynx. and i got it ported to arma3, just with a s**t ton of bugs lmao.
RKSL-Rock  [author] 18 Feb, 2018 @ 8:00am 
@BigminStone99 - Its a possibility. Just free time to do anything is a bit of an issue atm.
Armography 17 Feb, 2018 @ 5:08pm 
I was wondering if you could maybe port the old arma 2 RKSL Lynx AH-7/9 to arma 3, pretty sure people would love to see that
TheNightstalk3r 2 Feb, 2018 @ 12:25pm 
The key downloaded with this mod apparently doesn't match the bisign files of the mod. We have the mod enabled on the server, key moved to all correct positions but we keep getting kicked for an unsigned Pbo file in the Foxhound mod. Any recent updates of the mod?
RKSL-Rock  [author] 2 Feb, 2018 @ 11:44am 
What key issues are you having? No one else has reported anything like this?
TheNightstalk3r 2 Feb, 2018 @ 2:35am 
also the mod has key/bisign issues. Mutliplayer server with key verifications will not allow this mod. Can you please redo these keys?
TheNightstalk3r 2 Feb, 2018 @ 1:41am 
could we possibly get the armed/unarmed with the different skins are separate objects? Any settings vanishes upon respawn and kinda makes the vehicle useless in terms of persistent camouflage
ChilliCorgo 19 Jan, 2018 @ 12:08pm 
Everything shows up propperly exept for in the editor and zeus. Like, I dont know either, this is the first time something like this has happened to me too :/
ChilliCorgo 19 Jan, 2018 @ 12:07pm 
read my comment again xD Yes, I did try that
RKSL-Rock  [author] 19 Jan, 2018 @ 11:15am 
@Elis - there are no dependancies. I don't know what to say, i've not heard of anyone else having this issue. So without looking at your setup i can't say anything else. Have you tried launching the game with *only* the Foxhound loaded?
ChilliCorgo 19 Jan, 2018 @ 9:05am 
Does it have any dependencies? Have tried it now both without all the extra mods I use and together with CBA_3. Loads propperly in launcher and main menu but nothing in editor or zeus