i've never experienced any such issue, but its also true we (the group i play with) tweak AI values a bit
Apr 7 2019
Apr 6 2019
Also it makes CUP + RHS usage a bit uncontrollable, as there is dramatic difference of accuracy levels and it can't be tweaked by skill settings only.
it also says it matches vanilla values.
Not excatly, it says:
CUP makes AI too much accurate and it's not feel fair.
What difficulty was it on? If people feel it's too hard can't they just dial back the difficulty settings?
each vehicle has 1 gunner, 1 driver, 1 commander which are assigned and moved in a vehicle with the corresponding commands assignInAsGunner/Driver/Commander. each other seat is cargo or turret. on cargo seats soldiers can do nothing then be carried. turret seats are all additional (additional to gunner) gun turrets. they have as last element of the fullCrew array a false.
then you also have cargo seats which are able to FFV. These are turret role seats with last element of the fullCrew array as true.
not sure what you mean by turret role, all turrets are gunners or commanders, there's no third option as far as i remember
Ok. These are existing seats and can be used with assignAsTurret and moveInTurret but as I said this is breaking the gunner commands. a vehicle should have one gunner which is the one on the main gun. All others should have turret role.
I ll test that. MAybe that it are seats but the gunner role on these seats is breaking the assignAsGunner and moveInAsGunner commands cause you cant handle more than one gunner with it. If these are existing seats then it should be turrets. I ll test if I can move AI in those seats by handling it as turret instead of a gunner seat.
are you sure they're not just the two front gun seats? the BMP3 has two hull guns, one on each side
Apr 5 2019
@Chairborne Well this is a real life combat feature that would have a direct affect on the vehicle in game, not some inconsequential detail that doesn't affect game play at all.
can we please stop discussing on the tickets? move this to the discord and only leave valuable, useful and short worded comments on the tickets, please.
Real life Challengers and Warriors have tea cookers, for example.
real life vehicles do a lot of other things too, thats not really an argument.
https://community.bistudio.com/wiki/addMagazineTurret then you can scroll whell option, but if Dusin right then we must wait for framework because you can only assign traccers in magazine
It doesn't have to be done, but it was something that the real life versions of these vehicles had and used that isn't shown in CUP.
All other NATO HMGs do (and even then there are HE rounds for the .50), but it would add a level of authenticity to the weapon. Not to mention a fair bit more usefulness to the BTR and BRDM vehicles.
...but why do we have to have these rounds at all costs? all other HMGs use only kinetic ammo
@Urban It can't be done like it is for vehicles with autocannons, where you have a scroll wheel option to switch to the HE ammo? And @Dusin according to that source it says the such rounds were used since the KPVT is a good AA gun against helicopters, something that it would've expected to see in combat later on in the Cold War.
According to some internet data MDZ ammo may be used in belts in format API-T-AP-API-T-MDZ and used more for indication purpose (as it makes visible flash on hit). For ZPU there are MDZ-T-MDZ belts.
From this point, everything is correct, but on the other hand I have not found anywhere that the military would use this ammo in BTR-60 or BRDM-2. I will add ammo to config but to add this ammo to BRDM-2 or BTR-60 use script, since BIS did not present dynamic loadout for ground vehicles.
http://www.tanks-encyclopedia.com/coldwar/USSR/soviet_BRDM-2.php Here's my source, and the ZPU series are the dual and quad mountings of the KPV for anti-aircraft use. It's the same gun in the BRDM-2 and BTR-60 (so the ammunition is interchangeable), just as KPVT is just a designation for the vehicle mounting of the KPV gun.
Are you sure that BTR-60 and BRDM-2 were armed with this ammo? Because it sounds like an anti-aircraft ammo. I have not found any information where it was used except ZPU-2 and ZPU-4.
workaround with lockedTurret command works petty good. thx again
Apr 4 2019
Hold on, I've been looking at the data for the stretched variant the RAF uses, which is slightly bigger oops lol
clearly it is because i just checked
or clearly they don't fit and that's the end of it =)
It clearly isn't if the vehicles that were designed to fit in it (and do fit in it) don't fit in it in game
so either multiple APC's models are too big or the C-130J's model is too small, and I think it's the latter considering the APC seem fine dimension wise.
Something's size is clearly off, if you look at the official documentation you'll see that the height of the C-130J is nine feet, but vehicles like the Stryker (with a height of 8.8 feet) doesn't fit.
there's nothing to fix
size is correct
I think that would be fixed if T3208 gets resolved at some point.
if the bounding boxes dont fit, they dont fit.
We dont have full access to BIS models, so only retextures can be done
And the KPVT uses 50 round belts, which in itself is an entirely different ticket on the proper functionality of the weapon. (T3203)
No I'm saying that along with the AP belts HE belts are issued, so functionally it could be a scroll wheel option to switch to HE ammo. Although I wouldn't be surprised if such mixed ammo belts existed.
Something like this (not tested)
check if the turret is locked or not?
@Chairborne thx for clarifying
The destroyed variant of the Tower is also missing Roadway LOD higher up.
As for the scripting error, it's a byproduct of the current scripted solution. I know it's not right, but there's also nothing for me to do to fix it, unfortunately.
Well now it's not useless as the ATGMs have a much bigger attack radius without forcing the helo to look directly at targets. The way it was before was definitely NOT ok, and it's not going to change.
Are you saying it would have 1 round AP then 1 round HE? there is currently no way on the engine to alternate ammunition types, from what i remember anyway but you would need someone to confirm.
best you would have would be to give it a multipurpose ammo. or give it the 2 ammo types and split the ammo between them, but then the KPVT was only ever meant to have a single ready belt of 500 rounds loaded.
I dont remember the KA-52 in A2 requiring all this rigmarole to function. Also if i think really hard about it this unit used to be set up very differently in CUP and used to function well with AI till it had its gun system scripted in its current state, now you need a player in the gunner seat to switch to the 30mm as AI cannot switch the gun to 30mm or use it.
Ka-52 uses a scripted solution by dynamically locking unlocking a hidden seat so players will only ever see 2 seats at a time. This does break fullCrew as it will return 3 seats, unfortunately you cannot create/remove a seat at run time and this is the only solution that works reliably.
I don't understand this.
The fullCrew command is intended to use for determining the seats and their roles in a vehicle. If your project returns wrong seats for some vehicles (as it does) then this is a bug because I've no reliable way to detect all seats as I need.
Also the Blackfoot has a autocanon as well and returns this:
there's an additional seat for the gunner to use the autocannon. it works in the way the gunner switches between two seats, whenever one is in use the other is disabled and hidden and viceversa.
Apr 3 2019
at this moment it is a CBA related issue, if you want some improvement please support this ticket: https://github.com/CBATeam/CBA_A3/issues/1106
In fact, I can't find any bicture of BAF infantry using Holosights on their L85A2. It's either SUSAT, ACOG or ELCAN.