dr@gon 118 Posted April 20, 2014 (edited) Whats the classname for the 3D Elcan scopes? Seriously??? Are you asking that question after the post just before yours??? Edited April 20, 2014 by Dr@gon Share this post Link to post Share on other sites
BF2_Trooper 0 Posted April 20, 2014 Is anyone else having performance issues when spawning CAF units in either MCC or ZEUS? My FPS drops significantly for a few seconds whenever I spawn any CAF or CAF Aggressors unit in both ZEUS and MCC. I have no issue with other custom Add-on units. Share this post Link to post Share on other sites
ross514 10 Posted April 20, 2014 Is anyone else having performance issues when spawning CAF units in either MCC or ZEUS? My FPS drops significantly for a few seconds whenever I spawn any CAF or CAF Aggressors unit in both ZEUS and MCC. I have no issue with other custom Add-on units. @CAF and @CAF_AG are not supporting ZEUS or MCC Share this post Link to post Share on other sites
baddazs 10 Posted April 22, 2014 This mod is just wow. Sooooo great! Love seeing the CF in Arma 3! I just have 2 questions: When using the M72A6, I don't seem to be able to do any damage. Any ideas? 2: Are the vests using old armor values? They seem under protective to me. Other than that, I cant wait to see where this mod goes from here! EDIT: Actually, I also notice that when I have this mod running, crouching makes my unit take a step forward first. Anyone else? Share this post Link to post Share on other sites
dr@gon 118 Posted April 22, 2014 (edited) This mod is just wow. Sooooo great! Love seeing the CF in Arma 3! I just have 2 questions: When using the M72A6, I don't seem to be able to do any damage. Any ideas? 2: Are the vests using old armor values? They seem under protective to me. Other than that, I cant wait to see where this mod goes from here! EDIT: Actually, I also notice that when I have this mod running, crouching makes my unit take a step forward first. Anyone else? With respect to the M72A6 doesn't do any damage; it depends. It works great against infantry and other soft targets like trucks, technicals, helicopters. I run the A3MP map pack and the sandbag impalements from the mod (ported from Arma2) are indestructible by pretty much anything. When I go into a crouch I do not step forward as you have noted. Edited April 22, 2014 by Dr@gon Share this post Link to post Share on other sites
baddazs 10 Posted April 22, 2014 With respect to the M72A6 doesn't do any damage; it depends. It works great against infantry and other soft targets like trucks, technicals, helicopters. I run the A3MP map pack and the sandbag impalements from the mod (ported from Arma2) are indestructible by pretty much anything. When I go into a crouch I do not step forward as you have noted. I was doing some more testing with the M72, and I noted that it does do some small damage. Tested it against an Ifrit from behind at point blank range. After the shot, I got in the Ifrit and found the hull to be yellow. Not enough to force the crew out. In all fairness the crouch issue is likely from another mod. Share this post Link to post Share on other sites
dr@gon 118 Posted April 23, 2014 (edited) I was doing some more testing with the M72, and I noted that it does do some small damage. Tested it against an Ifrit from behind at point blank range. After the shot, I got in the Ifrit and found the hull to be yellow. Not enough to force the crew out.In all fairness the crouch issue is likely from another mod. Well the M72 was never that powerful to begin with (real world application) it was intended to deal with thin skinned APC not tanks (although when first introduced in Vietnam they thought it should be able to take out tanks - they were wrong). It could benefit from an in game increase in power perhaps, I think the "future" vehicles like the Ifrit may have high armour values for what is basically a car. I don't know. Personally I avoid the future stuff of Arma3 as much as possible (some exceptions) and use mods that bring in current hardware. I haven't done much with armour but the RDS Tank mod looks promising I already use the RDS static weapon mod. Anyway M72 for attacking supply trucks and the Carl Gustav for APC/MICV types is my plan :cool:. Okay I tested the M72 on the APC's from the RDS mod (cold war area armour- I don't know if the in game armour values for this mod are realistic) and the M72 had zero effect on a BMP. I could have shot it all day. A Carl Gustav took it out with one shot. The Ifrit took 2 shots from a M72 to disable and cause critical damage but trucks blow up 'real good'. Basically if you can disable it with a magazine of 5.56 then your LAW works. I don't know but I think for a M72 to be effective it may actually take several shots and a fire team would have to volley 2-3 shots to insure a hit and effective damage. Just my observations. Edited April 23, 2014 by Dr@gon updated Share this post Link to post Share on other sites
Hvymtal 1251 Posted April 25, 2014 Is it just me or does v1.7 break the Carl Gustav? Share this post Link to post Share on other sites
SavageCDN 231 Posted April 30, 2014 For anyone using this with DAC 3.1 //------------------------------------------------------------------------------------------------- // BLUFOR CAF (WOODLAND) CAF_TW case 13: { _Unit_Pool_S = [ "CAF_CREWMAN_TW","RCAF_CH147_PILOT_OD","CAF_SECTIONIC_TW", "CAF_SECTION2IC_TW", "CAF_RIFLEMAN_TW", "CAF_RIFLEMANAT_TW", "CAF_GRENADIER_TW", "CAF_C9GUNNER_TW", "CAF_C6GUNNER_TW", "CAF_GPMGASST_TW", "CAF_84GUNNER_TW", "CAF_ATASST_TW", "CAF_MEDIC_TW", "CAF_CBTENGINEER_TW", "CAF_VEHTECH_TW", "CAF_SNIPER_TW", "CAF_SPOTTER_TW", "CAF_RECCE_IC_TW", "CAF_RECCE_2IC_TW", "CAF_RECCE_C9_TW", "CAF_RECCE_SIG_TW" ]; _Unit_Pool_V = [ "caf_HLVW_support", "caf_HLVW_open", "caf_HLVW_covered", "CAF_Quadbike_OD", "CAF_TAPV_tw", "caf_tapv_50_tw", "caf_tapv_gl_tw" ]; _Unit_Pool_T = [ "caf_lav3_isc", "CAF_LeopardC2_TW" ]; _Unit_Pool_A = [ "CAF_CH146_F", "CAF_CH146_GRIFFON_F", //medevac "CH_147F" ]; }; //------------------------------------------------------------------------------------------------- // BLUFOR CAF (ARID) CAF_AR case 14: { _Unit_Pool_S = [ "CAF_CREWMAN_AR","RCAF_CH147_PILOT_AR","CAF_SECTIONIC_AR", "CAF_SECTION2IC_AR", "CAF_RIFLEMAN_AR", "CAF_RIFLEMANAT_AR", "CAF_GRENADIER_AR", "CAF_C9GUNNER_AR", "CAF_C6GUNNER_AR", "CAF_GPMGASST_AR", "CAF_84GUNNER_AR", "CAF_ATASST_AR", "CAF_MEDIC_AR", "CAF_CBTENGINEER_AR", "CAF_VEHTECH_AR", "CAF_SNIPER_AR", "CAF_SPOTTER_AR", "CAF_RECCE_IC_AR", "CAF_RECCE_2IC_AR", "CAF_RECCE_C9_AR", "CAF_RECCE_SIG_AR" ]; _Unit_Pool_V = [ "caf_HLVW_support_ar", "caf_HLVW_open_AR", "caf_HLVW_covered_ar", "CAF_Quadbike_AR", "CAF_TAPV_ar", "caf_tapv_50_ar", "caf_tapv_gl_ar" ]; _Unit_Pool_T = [ "caf_lav3_isc_D", "CAF_LeopardC2_AR" ]; _Unit_Pool_A = ["CAF_CH146_F_D"]; }; //------------------------------------------------------------------------------------------------- // BLUFOR CAF JTF2 ???? case 15: { _Unit_Pool_S = [ "JTF2_ASSAULTER","RCAF_CH146_PILOT_OD","JTF2_ASSAULTER_TL", "JTF2_ASSAULTER_MG", "JTF2_ASSAULTER_MED", "JTF2_ASSAULTER_EXP", "JTF2_ASSAULTER_MRK", "JTF2_ASSAULTER" ]; _Unit_Pool_V = ["JTF2_Offroad_armed_01"]; _Unit_Pool_T = []; _Unit_Pool_A = ["CAF_CH146_SF"]; }; //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- Share this post Link to post Share on other sites
ross514 10 Posted May 9, 2014 Well the M72 was never that powerful to begin with (real world application) it was intended to deal with thin skinned APC not tanks (although when first introduced in Vietnam they thought it should be able to take out tanks - they were wrong). It could benefit from an in game increase in power perhaps, I think the "future" vehicles like the Ifrit may have high armour values for what is basically a car. I don't know.Personally I avoid the future stuff of Arma3 as much as possible (some exceptions) and use mods that bring in current hardware. I haven't done much with armour but the RDS Tank mod looks promising I already use the RDS static weapon mod. Anyway M72 for attacking supply trucks and the Carl Gustav for APC/MICV types is my plan :cool:. Okay I tested the M72 on the APC's from the RDS mod (cold war area armour- I don't know if the in game armour values for this mod are realistic) and the M72 had zero effect on a BMP. I could have shot it all day. A Carl Gustav took it out with one shot. The Ifrit took 2 shots from a M72 to disable and cause critical damage but trucks blow up 'real good'. Basically if you can disable it with a magazine of 5.56 then your LAW works. I don't know but I think for a M72 to be effective it may actually take several shots and a fire team would have to volley 2-3 shots to insure a hit and effective damage. Just my observations. Witch is how their employed against light skinned targets IRL anyway ;) Share this post Link to post Share on other sites
dr@gon 118 Posted May 10, 2014 Witch is how their employed against light skinned targets IRL anyway ;) yup that was my point :) Share this post Link to post Share on other sites
coverfire001 10 Posted May 19, 2014 Hi, there if this question hhas been asked. is there a list of class names that i can get or did you post it already in the fourm post thanks Share this post Link to post Share on other sites
dr@gon 118 Posted May 22, 2014 Hi, there if this question hhas been asked. is there a list of class names that i can get or did you post it already in the fourm post thanks The Thread is getting a bit long to go through it all so just flip back a couple pages and you'll see that someone posted the classnames but the classnames were also included in the CAF download, almost everything you need is there. Share this post Link to post Share on other sites
O.Languedoc 67 Posted May 24, 2014 Hi Guys, I was wondering on what you guys where working! Any scoop coming soon? The R22R community loves your work. It is always on the server! It feels good to finally play has Canadian in a game. Keep it up! :) Share this post Link to post Share on other sites
btwinch 10 Posted May 26, 2014 The C9 front iron sight is different in real life than the iron sight currently on the C9 in the mod (M249 Front Sight). Search this up on youtube (I can't post links right now as this is my first post): "Canadian Soldiers firefight from camp" Thanks Share this post Link to post Share on other sites
ohally 26 Posted May 27, 2014 The C9 front iron sight is different in real life than the iron sight currently on the C9 in the mod (M249 Front Sight).Search this up on youtube (I can't post links right now as this is my first post): "Canadian Soldiers firefight from camp" Thanks All well and good, however having used C9A2s (pay attention to the A2 part that's important) I dont need to watch a video to know what the weapon system looks like. Currently the Canadian Army has 3 C9s: C9A1 - upgraded C9 with rails and issued C79 ELCAN C9A2 - here's where it gets tricky, there are 2 types: refurbished ( C9A1s that have been updated to meet C9A2 specs); and the factory C9A2. The Refurbished guns have the old front sight on the barrels (open topped) proper A2s use the circular front sight specifically on the short barrel which i featured on the CAF C9A2. You're welcome, *fact checking is a lost art... Share this post Link to post Share on other sites
coverfire001 10 Posted June 7, 2014 Hi there I would like to know if there is a Digital loadout system file i could get? I the class names i used off the fourms are not ork ing. Thank you Share this post Link to post Share on other sites
C.T 44 Posted June 7, 2014 I have no demands nor silly questions. I just wanted to post a "nice job! I look forward to the next whatever it is that comes out. Thanks for all the hard work." Share this post Link to post Share on other sites
dr@gon 118 Posted June 8, 2014 (edited) Hi thereI would like to know if there is a Digital loadout system file i could get? I the class names i used off the fourms are not ork ing. Thank you What are you looking for that isn't included in the text file that came with the CAF download? If all you want are the unit and items classnames that has been asked for time and again in this thread and answered at least 2-3 times already....Checkout SavageCDN's post on page 65. Edited June 8, 2014 by Dr@gon Share this post Link to post Share on other sites
SlipperyLiverz 10 Posted June 19, 2014 Does anyone know of any good scenarios or missions created with this mod? One can only play around in the editor for so long, and I'm too terrible at it to make any good missions myself. Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted June 19, 2014 There´s lotsa good missions featuring CAF mod on steamworkshop, just search a little ;) Share this post Link to post Share on other sites
SlipperyLiverz 10 Posted June 19, 2014 ;2713358']There´s lotsa good missions featuring CAF mod on steamworkshop' date=' just search a little ;)[/quote']You mind actually pointing me to some? I've tried searching for "caf" but all of the results involve the "caf aggressor" mod Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted June 19, 2014 Don´t search for CAF, "canadians" does the job best -> http://steamcommunity.com/workshop/browse?searchtext=Canadians&childpublishedfileid=0§ion=items&appid=107410&browsesort=mostrecent there are more, but those displayed in this search above are some good examples of CAF usage lol cheers! Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted July 2, 2014 Random suggestion, it may be a little... far fetched. Anyway, well some time ago, a Canadian uniform engineer mentioned having made active Camouflage... Recently (in DEV branch) the VR Entity characters have been added to the game. What does that have to do with anything, well i noticed that up close, the Entities look as iff they are constantly changing, and they are. What if, we made a uniform, that was semi Active. So not 100% active invisible camo, but patches of active camo. This way, sitting still could save your life, and it would be more effective than a Ghillie suit. Just a random thought. You can try it out, place an entity in the Forest. They are clearly visible. But when prone, sort of hide, but are still visible. However, shooting them at night time, any light source that passes by them make them glow in a brighter color. Share this post Link to post Share on other sites