- User Since
- Apr 27 2016, 4:22 PM (286 w, 5 d)
Jan 7 2021
I don't really have a preference which specific fraction would have them. it would just be nice if a desertish camo and a woodlandish camo on the bluefor side had one.
Jul 16 2020
The bmp3 missiles work when them and their launcher are installed in the problem vehs. best solution might be just to make a workaround that uses the bmp-3 missile as the main class and make the bmp-1 and 2 missiles and launcher take their inheritance from the bmp-3 launcher and missile and just change the damages and flight speeds for the subclasses of missles.
May 15 2020
I did a test where I put the Bmp-1 and 2 missles and launchers on the BMP-3 and command fired the gunner. the missles would not work and would veer off.
Apr 15 2020
Apr 11 2020
Apr 2 2020
Mar 28 2020
Mar 25 2020
Mar 11 2020
Sep 25 2019
Sep 22 2019
Jun 28 2019
Apr 4 2019
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.
Apr 3 2019
I know the lavs have a laser warning system. so if its a getting lased by a enemy veh or if you fired a missile at it that relied on a laser it would pick that up and you can have it turn its turret to the threat.
Tried with the Katiba and m60 on dev branch, crew was protected just fine, i could nto kill or hurt them. think its fixed in dev branch.
I did not have this issue when i tested it in dev branch. I could not shoot thru the hull with the CSAT machinegun and kill the crew.
Mar 26 2019
Yeah I agree, lens covers would be nice, or just a version with them textured over with a green color.
Mar 25 2019
I tested this with cup dev and no other mods loaded other than CBA in virtual arsenal. Was unable to change the zero of the MAAWS with or without the scope. tested with all 4 ammo types. with or without scope it will only show 100m. you can physically use the scope to change the zero (use the optical lines i mean) but you cannot change the zero using the range up range down buttons.
Feb 23 2019
Jan 30 2019
here is a video, mod list is dev cup weapons dev cup units and dev cup vehicles and CBA.
Dec 19 2018
Dec 18 2018
Nov 23 2018
Gunner for AT-5 on BRDM (ATGM) Works fine
Nov 21 2018
Nov 9 2018
I made a fix for this, the bmp1 and bmp1P gunner now has the zoom in ability the bmp2 has and the gunner sight has nvgs as per its wiki page
bmp-2 at-5 wont ever hit its moving target, i retested it in editor, at short range it will just fly straight from where the target was without attempting to follow target at long range 2km it will fly straight very very high over the target and explode above it (still with the gunner not tracking movement)
Nov 3 2018
Oct 7 2018
Cherno but not the summer just regular cherno
Sep 17 2018
Aug 10 2018
Yeah the TUSK variant is all messed up. Also its armor values seem very extreme. I dont know if it ever had a proper pass done on it i think someone did a pass on the reg Abrams and the tusk never received any proper changes and testing.
@Sparfell_19 Are you able to take a look at this?
Aug 1 2018
@Alwarren did you ignore the first statement? the Vikher is a tow style missile and wont show a solid box when the gunner has a shot. so the player gunner has no way to know when to allow the gunner to fire the missile
Jul 27 2018
Jul 25 2018
Also any of the laser guided munitions that are under a AI gunner seem to have very poor or non existent targeting scheme to work with the player pilot.
The Vikhr ATGM's currently has to be selected thru the command #2 menu to get the gunner to lock onto ground targets. You cannot use next target to select valid targets. they wont show a solid gunner targeting box under any circumstances and the targeting box wont show outside of 1km. the gunner will not communicate in any way when he has a clear shot to target. when ordered to fire his rocket it will hit the target if you are facing it. there is no proper indication given via the arma 3 targeting system that the target is either in range, that your gunner has a clear shot or any other way for the player pilot to know that the target will be hit and that the missile is not going to just fly off into space.
May 11 2018
Video of the bad physics
It still does this on even slightly slopped terrain, its like its extremely top heavy and its center of gravity is extremely high
May 4 2018
May 3 2018
front, just tested at 25m with a csat rifleman
The aircraft has one 2A42 30 mm gun. This automatic cannon is mounted near the centre of fuselage and carries 460 high-fragmentation, explosive incendiary, or armour-piercing rounds. The type of ammunition is also selected by the pilot in the flight. Integrated 30 mm cannon is semi-rigidly fixed on the helicopter's side, movable only slightly in elevation and azimuth. Semi-rigid mounting improves the cannon's accuracy, giving the 30 mm a longer practical range and better hit ratio at medium ranges than with a free-turning turret mount. Wikipedia
May 2 2018
Apr 22 2018
I check this and this issue has been solved
Also thanks for your hard work
Update on this task,
-CUP_O_BMP1_CSAT is unable to switch to its AT missile
All bmp1 variants gunners sights are lacking their night sight and 6/6.7 x magnification
Jan 17 2018
Apr 10 2017
Tested VS marshal, All rounds cant kill it.