- User Since
- Jul 5 2015, 10:33 AM (115 w, 2 d)
That's an arma issue, will wait for terrain guys to have a say on this but its an engine issue.
Can't reproduce this anymore.
After some investigation it seems this is not possible unfortunately. Either BI makes changes to the engine or this can't be done.
Arsenal stats are usually not very accurate, anyway AKS74U's weight has been decreased now.
Can't reproduce, works fine for me.
Can you post a video and tell me which game/cup version are you on?
Sun, Sep 17
This is being looked into but i dont think it can be changed, i thought the UAVs had a function to switch between terrain-locked and free view but it doesnt seem like it.
The reason it can be done on other planes is because you use the pilotcamera, which has that particular function, but it doesnt seem to work on gunner seats.
Fri, Sep 15
Thu, Sep 14
Wed, Sep 13
Tue, Sep 12
Sun, Sep 10
Sat, Sep 9
Seems like it has been resolved either by us or BI, tested now with latest dev branch and its not happening anymore.
Whatever it was, seems to have fixed itself. Perhaps BI messed something up and patched it all on their own.
Mi-24/35 passenger compartment is too cramped up to properly use FFV without clipping all over the place.
If you remember fixing something in this already please mark it in bold in OP for reference.
After some investigation it seems all compatible vehicles already have the proper setup in the edit vehicle appearance tab. Beware that not all vehicle variants feature all texture types, some only come in Desert/OD but not woodland as the texture setup is different.
Fri, Sep 8
Started going through the issues reported here, gonna rearrange a few notes made in OP, also fixed issues will be marked in bold for the sake of clarity.
Mon, Aug 21
Aug 9 2017
RHS is not meant to work with anything else, so that's not likely to get fixed.
This is to say, RHS weapons and vehicles are underpowered when compared/used against CUP vehicles, because as brekiy said they have a custom damage model instead of vanilla.
Also there seems to be a weird bug that occurs once every while where tanks just get incredibly hard to be damaged, happened to me as well with both the T-72 and T-55.
It seems to be an issue with how the engine handles hitpoints.
With RHS or just CUP?
Aug 1 2017
the mod works for everyone but you, so the problem is on your end.
also you're not giving us much to work on, saying "mod doesn't work" and posting a screenshot means nothing.
i asked you for the RPT a few days ago and you didn't send it to us, either.
if you expect a solution to come down from the sky you're gonna be very disappointed.
Marking as invalid as it's not a CUP issue but an installation problem.
Jul 30 2017
I have no clue, try uploading the RPT log, maybe there's something useful there.
Are you using Kelly's Island or Australia terrains? Those are known to cause conflicts with CUP.
Jul 29 2017
Could be a number of reasons, possibly some other mod that clashes with CUP.
Have you tried the repair function from the arma 3 launcher?
Jul 28 2017
Yeah nah, i've been testing a few different solutions and im really not happy with the final result, there's too much clipping or people placed in odd ways.
I'll keep this open in case someone else wants to look into it but i'm putting it on backburner.
After some experimentation i found there's an awful lot of clipping with FFV animations, im not sure this is doable without some weird trickery.
Jul 4 2017
Jun 29 2017
Jesus christ on rollerblades this ticket is long.
We'll take a look, thank you for your time.
Yes that's with SFM, there's a driveOnComponents config entry where you need to list all the named selections from the geo LOD that are supposed to have low friction properties (normally wheels or skids), the game handles the rest so they dont need any weird rvmat assigned or anything.
i think it has an odd grey-ish look, look at this comparison with the vanilla mh9
I have a few more to add:
- the slingload point is off center of balance, meaning the helicopter will move on its own when objects are attached
- the low friction components for the skids are not present, so instead of sliding when touching the ground it stops like a brick (potentially causing damage)
- tailrotor blur effects didnt seem to be working right (dont remember the exact conditions, probably a missing/broken selection)
- one of the FFV seats is not working right (should ask my mates about it as i wasn't the one who noticed)
- glass transparency should be adjusted a bit more as it looks too opaque right now
Jun 28 2017
Jun 27 2017
Ok no problem
Wasn't this posted a few days ago? We'll take a look anyway.
Jun 19 2017
If you have more to report feel free to update this ticket.
Jun 16 2017
Can confirm this was resolved a few days ago.
Even in a vanilla zeus scenario things are working fine here. Notice that some AH6 variants are being removed because the dynamic loadout editor is being added, but objects show fine otherwise.
Are you sure modded content is enabled in the Zeus module?
That's odd, they show up fine in the editor when playing as Zeus (contrary to T1992 where the super cobra would just not show period), gonna check what happens on local hosted game.
Upon review everything seems to be in working order.
Tested on Stratis, when i put it down and roam around in the areas you pointed out i could move regularly without issues.
If you move the LHD with Zeus when the game is live i suspect that might be the cause, otherwise i cant replicate it.
Jun 13 2017
was this with cup stable or dev? i think we fixed it already
Jun 10 2017
You need to make sure CUP mods are launched correctly.
Can you please post your RPT log?
Jun 8 2017
Is this with just CUP loaded?
I haven't messed with Zeus in a while but i remember most vehicles were showing up correctly.
May 21 2017
May 20 2017
bumping priority up, gonna take a look soon
Since the payload manager is in game now (and CUP vehicles will get it too in due time) i think this ticket can be closed.
Everything seems to be working fine, even with only two units in the group the first two positions occupied are always the driver and gunner, closing.
https://feedback.bistudio.com/T124125 ticket on BI feedback tracker
Is this still happening to you? I tested it just now with CUP Dev and it seems to work mostly fine (except for some bumpy harriers, but they settle down in a bit).
can't reproduce on my end
May 19 2017
Solution is much easier, there's a coefficient for tracks speed (tracksspeed) that defines how fast the animation is played.
This is caused by weird inheritance from vanilla APCs.
can't reproduce, keeping open for the time being
May 18 2017
Works fine on my end, that must be some custom content unrelated to CUP, judging by the menu entry (it's not under Army of the Czech Republic) and the icon (which i don't recognize) it's not one of ours. Closing.
Uhm could you clarify why the classnames are not the same as the ones in CUP? Are you sure you're using CUP vehicles?
woah that's new!
May 15 2017
That's an engine limitation, nothing we can do about. Already tried myself, im pretty sure the memory points and code are still in the files, but were disabled.
closing as invalid
closing as invalid
May 11 2017
May 9 2017
May 7 2017
Yes that was with latest dev version too. Both ruski and cdf uniforms dont work right.