domokun 515 Posted December 23, 2018 This looks awesome but does anyone know if this replacement pack is compatible with A3's main campaign? 1 Share this post Link to post Share on other sites
theevancat 277 Posted December 23, 2018 5 hours ago, domokun said: This looks awesome but does anyone know if this replacement pack is compatible with A3's main campaign? Currently the replacement pack is kinda broke. The new config is like half written (on my end, Mediterranean CSAT are like 90% done with no issues) but technical difficulties with LM's CSAT mod (namely his computer set on fire) means first LM CSAT has to be fixed before anything can be released. 5 Share this post Link to post Share on other sites
domokun 515 Posted December 23, 2018 6 hours ago, theevancat said: Currently the replacement pack is kinda broke. The new config is like half written (on my end, Mediterranean CSAT are like 90% done with no issues) but technical difficulties with LM's CSAT mod (namely his computer set on fire) means first LM CSAT has to be fixed before anything can be released. So LM needs a replacement PC before we get the replacement mod. Got it! Seriously I hope that he had back-ups and it was only his PSU. 1 Share this post Link to post Share on other sites
theevancat 277 Posted December 30, 2018 In addition to the Discord, there is now a development Twitter for screenshots and updates that doesn't require a Discord. But you can still use that if you want to talk to me: Check out The CSAT Modification Project (@tec_csat): https://twitter.com/tec_csat?s=09 4 Share this post Link to post Share on other sites
jacobs 165 Posted December 30, 2018 I just would like to say thank you for this wonderful mod! You guys nailed it with this last version! CSAT is so nice now that they don't look like space-insects anymore! Share this post Link to post Share on other sites
AirShark 147 Posted June 27, 2019 very nice mod indeed ^ ^ however, i found that the driver view of the Ka-97 is a little bit higher than the Hud as it should be... pictures: current position: https://imgur.com/cLJC4vi this how it should be: https://imgur.com/4xSqG4n Share this post Link to post Share on other sites
drebin052 323 Posted December 25, 2019 Not sure if these have been reported yet but there's a few fire geometry-related bugs with the latest additions. Note that I've tested mod-only vehicles as BI asset retextures obviously have no model problems. The following vehicles lack actual fire geo materials entirely: Abda FMV Spoiler Glass can shatter (too fragile?) but wheels are impenetrable as a result: The ambulance module on the rear bed of the Medical variant seems to lack a geometry and can be shot through entirely: USV Mahi Spoiler Ka-97 Keftar Spoiler Cockpit glass cannot be penetrated by gunfire (didn't show it here but the Rhino MGS UP's 12.7mm rounds weren't able to penetrate it either): To-343 Shahan Spoiler Has an...oddly sized fire geo to say the least. It's there, but the mesh is way too narrow which results in only parts of the plane registering hits (projectiles go right through the wings and tails for instance). Also, the cockpit's glass isn't actually glass and has the same material issue as the Keftar: The following vehicles have wrong (or missing) materials applied to some parts of the geometry: Ghatar HET Spoiler Missing fire geos on the ramp and incorrect material for the cab windows: Also, the UserAction radius for Lower ramps is too generous in my opinion. I was able to select it even though I wasn't standing right next to the Ghatar: It should be lowered to smaller values so that only the driver/passenger and ViVT cargo can lower it. Or add a second UserAction that has a different coordinate/radius so that only someone standing directly next to the ramp can see it. HM60 Razm-3 Spoiler Love the addition of an actual PIP terminal for the gunner. That being said, the howitzer barrel and muzzle has the wrong/invalid material defined: Lastly, the Zamak (MLRS) has no fire geo problems but the gunner's gyroscope camera can defy the laws of thermal expansion, and turn into a paper-thin billboard whenever the gunner rotates the launcher pod beyond 45 degrees in any horizontal direction (armoured cabin windows are a bit iffy but at least they're not made out of dust): Share this post Link to post Share on other sites
theevancat 277 Posted January 2, 2020 Interesting... I thought that I had at least fixed a few of these, but it's good to know so I can go back and check my work. Thanks for bringing this up! Unfortunately, I don't really check the forums much anymore. A lot of bug reporting can get fixed way faster on the Discord: https://discord.gg/2RjQQvD Share this post Link to post Share on other sites
Bukain 86 Posted June 12, 2020 Hello guys. What do i need to do to be able to play the SP main campaign(the Altis one, not the apex) with overhauled CSAT equipments from this mod? Is there any pbo. to be put into the specific folder and etc? Also, does it also replaced the vehicles too, or only the infantry assets (tbh infantry replacement is enough for me. Cuz that's mostly where BI make CSAT alien-like)? And also, most importantly, will it replaced the vanilla CSAT forever? Like i mean, can i be able to revert the CSATs after playing the campaign right? In other words, does it have to replace the main game files(pbo?) in the Addons folder, or will i be able to ok with just install the mod and play the campaign with the mod' assets? Thank you very much. Share this post Link to post Share on other sites