Alexander wrote:
I think now that we have a stable selection of mods, we should look at removing redundant mods. Do we really need RHS and EvW?
These mods are currently in the repo to support "legacy" missions like Ursus. When those missions were made they used the best (or least worst) option available at the time. Sure it's a lot of work to port all those missions to new mods but it would be amazing if we could reduce the amount of "duplicate" things in the modset as much as possible

In actual public server feedback: Can we get @ARES RHS compatibility scripts added to all missions?
Oh, and in the reshman missions at least some player slots aren't set up properly for zeus-visibility (i.e. don't have that red ring around the player / Zeus can't see the name).
EvW and RHS represent different time frames as SJ says.
EvW is Soviet, RHS is Russian Federation. I haven't looked into them in massive detail, but that's what I'm told.
EvW has a few rpt bone errors but nothing that breaks the game. It adds stuff that RHS doesn't. I see no real reason to get rid of one or the other.
I add @ares_rhs compatibility scripts to missions running RHS. What reason would there be for running an extra script when RHS isn't on? I'd rather use it only when needed.
Reshmaan - I've seen it too and have no idea why the players don't have Zeus selectability. It's not like that's a property which can be set or missed off that I know of. Let me know if you figure it out.