- User Since
- Mar 25 2019, 5:05 PM (42 w, 5 d)
Thu, Jan 16
Tue, Jan 14
Mon, Jan 13
Just did some research into this and it's happening because of this value,
attenuationEffectType = "OpenHeliAttenuation";
This can be resolved by setting each relevant vehicles' ammo's "lockAcquire" value to equal "1".
Sun, Jan 12
Setting it's value to like 75-80% of what the vanilla AIM-9X is would make the most sense. The main improvements that the X brings are a brand new sensor and a redesigned body that allows for a small form factor, off-boresight shots, and datalinking capabilities.
Yes that's fully possible, as long as somebody is painting a target with a laser designator you'll be able to see said laser on your sensor screen and lock onto it with your Hellfires. This includes laser designation sources ranging from infantry handheld sources (such as the mentioned SOFLAM) all the way up to any vehicle based laser designators from either Vanilla or CUP.
Unlike the vanilla GBU's that have Lock-on-after-Launch capabilities, you need to lock the laser targets like you would any other ground contact on the sensor screen. So you have to make sure you select the laser target and ensure that the diamond is fully shown (indicating you have a lock) before you fire.
Thu, Jan 9
Wed, Jan 8
The vanilla radio, which the enableRadio config corresponds to.
https://www.army-technology.com/projects/avenger/ for sources, it wouldn't let me add it in the description edit for some reason.
oh and it should have a FCS by setting ballisticsComputer = 16;
The values that are currently set for all those are fine, the real issue is the radar issue that was described in this ticket and the lack of a HMS.
Tue, Jan 7
Mon, Jan 6
Sat, Jan 4
Thu, Jan 2
Thu, Dec 26
Sun, Dec 22
Confirmed on the latest dev branch, the Mk.19 isn't available to be selected to spawn in as a turret for any side. The only way to gain access to it is through assembly using the bags as described in the ticket (additionally the resulting static that spawns is set to "Independent" side by default.) Also, considering the fact that the ticket author decided to not properly fill in any of the tags and unsubscribed from their own ticket, a mod or something should go through and manually apply the proper tags so this doesn't get lost in limbo.
Sat, Dec 21
I guess that's the solution then, CUP has to remove the magwell from the weapon so it can't reload any ammo. EZ ticket diagnosis.
Dec 15 2019
Nov 25 2019
Thank you for reformatting it, I guess? Also, nobody has spoken to me about anything of the sort. That ticket you pointed to was authored by an @Tookatee where it looks like it was actually really needed as that ticket has nearly triple the classnames of this one.
Nov 24 2019
This seems to be a personal opinion on how you'd prefer to format a more aesthetically pleasing ticket, as it is now the classnames are able to be discerned from one another and it honestly doesn't make much of a real difference to go out of ones way to format it like that again if it's already been done one way. If you have any further comments about this specific topic please take it to the discord in the #public channel to prevent the #activity channel from being spammed with irrelevant conversation rather than new tickets.
Are the classnames not the most precise and easy way to list out the affected vehicles? With them all one needs to do is simply copy and paste them into the config viewer and they're given the exact item with the issue and they can start working from there, no need to waste time figuring out which exact item has the issue.
Oct 28 2019
After the latest update this issue has reappeared, the T-90 once again has a top speed of 22 km/h, regardless of whether or not you press shift or the terrain. It should have a top speed of 60 km/h.
Occurs at any distance when the gunner is under AI control, doesn't occur at all under manual control.
Oct 24 2019
In the latest release this ticket has also reappeared, with the T-72's top speed being reduced to about 51 kph regardless of whether or not you press shift. It's top speed should be 60kph.
This ticket was closed as resolved, however it has reappeared in the latest release. The missile will fly off in a steep direction, loop around, and crash into the ground in front of the T-90.
Oct 20 2019
Pls continue on discord, this is starting to get tangential and flood the activity channel with this.
If that's how you guys want it to be that's fine I won't discuss it any further, I was just pointing out the inconsistency in its audio and then issuing the correction to the ticket when it was closed as invalid for having the SPAR audio files (despite that also not being a 7.62x39mm weapon and it having the same sound as the CAR-95.) Nothing harsh meant by it.
Weapon sound is largely determined by fire rate and weapon caliber, and since this weapon has a similar fire rate to the other CUP/Vanilla 7.62x39mm weapons it makes sense that it should use the audio files that those weapons use. It having the audio of a SPAR just sounds off when you know it's the same caliber as an AK (and yet it sounds completely different than either CUP's or the Vanilla AKM.)
Oct 19 2019
That's still wrong lmao, the SPAR-17 is a 7.62x59 weapon. Also I didn't realize this until I checked now, but both the SPAR 17 and the CAR-95 use the same audio files, so that's why I listed it as such in the ticket. Regardless the audio file should be changed to that of a 7.62x39mm weapon's, such as the vanilla AKM's or one of the CUP 7.62x39mm AKs.
Oct 15 2019
I guess you just found the issue cause you just pushed this, https://dev.cup-arma3.org/rWEAPONSSVN1269 .
Despite that value it will not let you lock anything over 2000 meters away. Additionally, the description wasn't updated to reflect this (it still lists it's maximum distance as 2500.) I recommend you do some testing on your end to confirm this.
Oct 14 2019
Oct 13 2019
@Alwarren Since this ticket was posted the Javelin's damage properties were fixed by @Urban (https://dev.cup-arma3.org/rWEAPONSSVN1060), so I don't think the Javelin's low damage is an issue anymore. So this could be closed as resolved.
Oct 11 2019
Hmmm, I wonder how BIS was able to get their aircraft to go supersonic then. Because even a straight copy of the Blackwasp/Shikra's performance characteristics would be better than how it is now.
Has an adjustment to the envelope values like I mentioned been tried before? Cause if it was an engine issue, wouldn't stuff like the Blackwasp or SU-34 not be able to reach higher top speeds that they're able to hit now?
Oct 10 2019
Actually it's not even possible for the F-35 to equip the AIM-9L IRL. The hardware and software (or lack thereof in the AIM-9L's case) is completely incompatible with the F-35's weapons computer and weapons bays, those were optimized for the AIM-9X with it's smaller form factor, off-boresight capabilities, and upgradable software to counter developments in ECCM. So the CUP F-35 really should have these AIM-9Ls be swapped out entirely for the vanilla AIM-9X, as it wouldn't even make sense for it to have them equipped even if a pristine AIM-9L model was developed.
Oct 3 2019
I think it would be better to leave it as is until something new gets developed as the actual Mk.19 does eject shell casings and it looks better to have something actually eject out of the weapon rather than nothing (as you'd only really notice this inconsistency if you were looking at the shells ejecting rather than whatever you were firing at.)
Oct 2 2019
https://en.wikipedia.org/wiki/PK_machine_gun#PKT , http://www.mayak.com.ua/en/catalogue/small-arms/kt-7-62 (actual PKT factory product description) , and http://fofanov.armor.kiev.ua/Tanks/ARM/pkt.html among a variety of others.
If you're looking for this functionality, there are ACE modules which allow for a relatively realistic depiction of this with both the Javelin and Titan AT.
Sep 29 2019
I'd like to add onto this saying that all the tents also use the dirt effect for whenever bullets impact them and take an extraordinary amount of damage before they're destroyed (with most of them requiring large caliber high explosive shells or GBUs to destroy them in one shot), it should only take one hand grenade or 40mm to immediately destroy any of the CUP tents as they're simply fabric held up with standard supporting rods.
Sep 22 2019
@Sparfell_19 Upon doing further research I've updated the ticket with appropriate figures, here's the source for them. https://www.globalsecurity.org/military/systems/ground/lav-25.htm
Sep 18 2019
I was also gonna mention the erroneous damage values for the RBS-70, but from doing a quick search I also found out that this older ticket (T2977) described that and this ticket's issue and was already claimed by Chairborne. Maybe Chairborne already did some sort of work on this before now, it could save you a bit of time if you can integrate what he did into your fixes.
Sep 2 2019
Aug 30 2019
Jun 9 2019
If you want this to be solved as fast as possible I recommend going back and finding the exact locations for these images and updating your ticket accordingly. Because I can imagine it being real hard having to search through all these objects on the map to find the few that are listed here. Also you should place the proper tags on this ticket (terrain) so that it shows up on a more specific list of tickets for them to work on.
Jun 4 2019
Jun 2 2019
May 29 2019
May 28 2019
No, I'm not trying to compare the two different weapons I'm saying that among those weapons the CQC/Standard variants of each should have the lower range stats within their group (so the CQC Mk 16 has a lower range value than the Standard variant and the standard has a lower range stat than the DMR variant) due to the lower velocities achieved by rounds fired from the shorter barrels.
May 26 2019
Realistically the Javelin should have an even greater damage value than the Titan, since that system is the Mini-Spike (which is a less capable man portable version of the regular Spike missile, of which has a penetration value of above 700mm of armor). Although from what I've seen the Javelin currently deals with most armor in one or two shots, the only real issue with it was the unrealistically low range that prevented AI or players from really using it to it's full potential. Although that's been fixed recently in the dev build.