- User Since
- Jul 5 2015, 10:33 AM (162 w, 1 d)
Fri, Aug 10
well no wonder the physx is all over the place, the weight is all off, for some reason the M1A2 weights almost 90 tons wtf
Afaik tanks always had wonky physx under some circumstances (like turning fast left and right repeatedly or when the front/rear wheels had weird collisions with the terrain).
The video doesn't work anymore so i can't tell if that was your case.
If it's just flipping over in sharp turns then it might be something else.
that entry is meant for pilotcamera turret, the current stabilization is the only one that works for proper gunner seats im afraid.
as soon as you toggle the stabilized camera it will instatly reaquire the last spot you were looking at before untoggling it (or default to the map origin coordinates).
Wed, Aug 8
May 4 2018
im not saying its not broken, im saying bumping it up to 35km is gamebreaking
35km sounds gamebreaking to me
Mar 3 2018
L-39C and PBX have already been done though.
Nov 10 2017
Nov 3 2017
This has been fixed a few days ago.
SLA and UN versions could use a remake too if anyone gets the chance.
After some tests the final result on the Su25 was not satisfying, needs some proper cockpit remodeling and i dont have time for it. A monitor model was made and is now in the sources repository in case anyone wants to check it out.
Oct 29 2017
Also if one day we add fancy moving iron sights on the AKs like toadie does, this feature cannot be replicated with scopes.
Oct 26 2017
Known issue, related to T1970
Ok, after some brief testing it seems there's an issue with opfor atgms indeed.
Anyway you keep repeating that the AI does some sort of prioritization on who to shoot in an enemy vehicle, but i tell you once again that is not how the game works, there's no such thing. The AI just shoots at the center of the vehicle, regardless of what's in their path.
Is this just with CUP or other mods?
Oct 25 2017
Im guessing later generation optics are different perhaps.
Oct 24 2017
Should be reasonably easy to do, will be looked into.
The AI does not prioritize any occupant, it has never done that, not even in vanilla Arma. It just shoots at the vehicle until the occupants are dead or the vehicle is destroyed.
Also, the AI will most likely never use ATGMs to kill infantry, this is how the game behaves, and its undesirable to change that.
Gunner BMP, BPDM ...... often shoot at the driver or in the body of a lightly armored car, but not in the shooter, lose time and die.
Oct 23 2017
Lingor has its own buildings from Arma 1 if i remember correctly, that's up to @IceBreakr to fix.
Ah wait i missed the "HQ" part. We could do that but then we'd have to do it on all vehicles with open turrets.
He cant, there's no hatch for him. Only the driver and the passenger next to him can.
Oct 22 2017
Do they even use custom models at all? i thought they still had placeholders
We'll look into it.
Oct 20 2017
These arent really maintained, they should either get fixed or nuked.
Oct 19 2017
This seems like an engine issue, the last turret defined is used by default to assign pylon weapons control.
Oct 17 2017
Ranging is correct:
where did you download the mod from? are you sure the download is not corrupted? if it was from steam workshop try going in the arma 3 launcher > mods panel > click on CUP terrains core and then repair, then try again.
related to T2216
Yes the changes are automatically pushed to dev branch weekly (the night across thursday/friday), depends on how fast we can sort them out.
most likely invalid download
obsolete, most likely user error
Oct 16 2017
Shilka and the frigate should have a similar behavior too
Oct 15 2017
Oct 14 2017
fixed with dynamic loadouts
Not exactly the same, logistics capacity is not the same as inventory items, reopening
sounds like something related to vanilla AI behavior more than something we accidentally broke, there's nothing weird in how VIV is implemented
engine issue, nothing faulty on our end, happens on vanilla ghosthawk too
Oct 13 2017
Brit L115 uses .338, German G22 uses .300
there's no such thing as an "LDS scope" in our mod as far as i can tell
bumping up priority
I fell for this myself, in reality what you need to keep as reference are the numbers on the 3d model itself, instead of what the UI says.
The two top settings are used by the tandem warhead rockets (pg7vl?), while the others are used by regular pg7v warheads.
This is probably a legacy "issue" from RHS.
honestly im not a fan myself, i'd rather have the settings use the UI ranging as reference, but this causes another problem where zeroing only works for a single type of warhead and not the others (lighter/heavier warheads have different ranges).
This is by design, the original a2 models had the opposite problem where the eyes were too far from the gun. We'll consider changing this.
this belongs in vehicles