- User Since
- Jul 5 2015, 10:33 AM (106 w, 4 d)
Tue, Jul 4
Thu, Jun 29
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
Wed, Jun 28
Tue, Jun 27
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.
May 3 2017
May 2 2017
Apr 26 2017
Ah finally an easy one lol.
Apr 21 2017
Apr 18 2017
Apr 17 2017
Apr 15 2017
Looks more like an issue with the animation of the gun and inverse kinematics more than the turret reverting to FFV.
Apr 10 2017
Apr 9 2017
Apr 8 2017
Apr 6 2017
Apr 5 2017
Apr 3 2017
Apr 1 2017
Looks like they weren't meant to be retexturable.
The models are split into a ton of proxies (legacy of arma 2 no doubt).
In the current way they're set up it would take some time to unravel everything and streamline it, assuming the textures are compatible at all and we dont have to spend even more time into it by adjusting them.
Putting this on the backburner.
Mar 30 2017
We're using the vanilla A3 animation and it seems broken on vanilla vehicles too.
Mar 29 2017
Mar 28 2017
Some changes were made to LHD a few weeks ago, should prevent that sort of corruption to happen.
Usually it happened whenever you'd load a few terrains like Utes then plop down the LHD.
If it happens again let us know.
Closing this down.
Mar 27 2017
Mar 26 2017
New NATO Pacific reskinned vehicles are still missing.
Mar 25 2017
All issues reported so far have been looked at and resolved.
Mar 23 2017
Mar 21 2017
Other vehicles had similar issues, will look into it.