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Community Upgrade Project - CUP

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Hi,

 

Please add flag markers for various CUP factions (Takistan, ChDKZ, Russia, NAPA, SLA, etc.) so that they show up in Eden.  They appear in 2d editor (which will soon be gone), but not Eden.  Already flag objects ("props") exist, but not markers, as far as I can tell. 

 

Thank you in advance.

 

http://dev.cup-arma3.org/T1308

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A WIP photo of my RACS woodland. https://cdn.discordapp.com/attachments/113582942508417024/163989599021039617/20160328131922_1.jpg

 

I added two colours of grey as Sahrani has a lot of exposed rock. It may be subject to change, since keeping my hands busy is whats keeping me from starching the bloody chickenpox I got 

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A WIP photo of my RACS woodland. https://cdn.discordapp.com/attachments/113582942508417024/163989599021039617/20160328131922_1.jpg

 

I added two colours of grey as Sahrani has a lot of exposed rock. It may be subject to change, since keeping my hands busy is whats keeping me from starching the bloody chickenpox I got 

 

Looks great, especially the two grays.  You could reduce the saturation on the brown and green a bit, and increase the proportion of green relative to brown, given the abundant green vegetation on Sahrani.  You could add another shade of darker green as well.

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Wow you guys are doing alot of great work!

 

I have a question regarding the Superhind: Is it probable that the Superhind will be included in the next update?

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We're also working on removing the godawful weird glossy effects from our weapons:

 

http://imgur.com/a/f0n6c

 

Not perfect but we're getting somewhere, still lots of other weapons to adjust.

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We're also working on removing the godawful weird glossy effects from our weapons:

 

http://imgur.com/a/f0n6c

 

Not perfect but we're getting somewhere, still lots of other weapons to adjust.

 

Bravo

 

Yeah...the glossy silver M16/M4s from Arma 2 are an abomination.  Well done on removing that!

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I'm trying to find some info on this but I can't.

 

Is there any way to disable the defense systems on the LHD?

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First want to say our group is really enjoying the CUP content so far, particularly the vehicle variety we now have.

 

Just wondering, if anyone else is finding the T-72 a bit too strong? It is taking around 4-6 rounds (all rear shots) from an M136 or SMAW, with a disabled state being kind of rare (out of three tanks only the one I hit in the front had orange hull damage). For comparison's sake, if I use an RHS launcher against the CUP T-72, it takes up to 10 M136 rounds. Meanwhile RHS T-72s will be disabled in one hit and killed in three, regardless of whether it is a CUP or RHS launcher.

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Bravo

 

Yeah...the glossy silver M16/M4s from Arma 2 are an abomination.  Well done on removing that!

 

Funny how no one really talks about it until it is brought up by a mod dev :P anyways they look good

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A WIP photo of my RACS woodland. https://cdn.discordapp.com/attachments/113582942508417024/163989599021039617/20160328131922_1.jpg

 

I added two colours of grey as Sahrani has a lot of exposed rock. It may be subject to change, since keeping my hands busy is whats keeping me from starching the bloody chickenpox I got 

 

Looks really good, how many variants do you have planned in total?

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Hey, I was wondering about a few things related to the CUP weapons and vehicles which I hadn't been able to find an answer to by searching either here or on the dev site. The first thing was relating to barrel changes. Off the top of my head I don't believe that any of the CUP weapons support the ACE Barrel Change feature (M249 SAW/FN Minimi variants, M60, M240/FN MAG, Uk 59 and PKM have "quick change" barrels) and was wondering when / if there are plans for this to be featured.

 

Another question relates to weight / mass of both weapons + ammo. Specifically for the M249 100 round belt is quite heavy (sorry I don't recall the exact figure) in relation to both the 200 round. Another thing that I seem to recall is that some / most of the weapons are a bit lighter than their "real world" weight. I was wondering if this was done intentionally to keep the weapons consistent with what you would have seen with these weapons in ARMA 2 or if there was another reason?

 

My next question is about the Land Rover Ambulance and it only seating two people (driver+passenger) both in the cab. I can't quite remember from ARMA 2 but wasn't there a version which sat 4 or 5 (I remember at least two litters and one attendant being in the back, much like the Humvee Ambulance except without the "bunk beds"). Are there any plans to increase the passenger capacity on the Land Rover Ambulance?

 

Great job so far guys, my unit has recently adopted your packs and thanks to you we're now all like kids playing with new toys. smashing dirtbikes into helicopters and just having a blast! 

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Just wondering, if anyone else is finding the T-72 a bit too strong? It is taking around 4-6 rounds (all rear shots) from an M136 or SMAW, with a disabled state being kind of rare (out of three tanks only the one I hit in the front had orange hull damage). For comparison's sake, if I use an RHS launcher against the CUP T-72, it takes up to 10 M136 rounds. Meanwhile RHS T-72s will be disabled in one hit and killed in three, regardless of whether it is a CUP or RHS launcher.

 

RHS is using it's own armor system resulting in RHS Launcher behaving very underpowered except against RHS tanks. I have no problem using CUP launchers to disable an T-72. It takes a single jevelin or 1-3 RPGs to take one out. Seems fine to me.

 

Hey, I was wondering about a few things related to the CUP weapons and vehicles which I hadn't been able to find an answer to by searching either here or on the dev site. The first thing was relating to barrel changes. Off the top of my head I don't believe that any of the CUP weapons support the ACE Barrel Change feature (M249 SAW/FN Minimi variants, M60, M240/FN MAG, Uk 59 and PKM have "quick change" barrels) and was wondering when / if there are plans for this to be featured.

 

Another question relates to weight / mass of both weapons + ammo. Specifically for the M249 100 round belt is quite heavy (sorry I don't recall the exact figure) in relation to both the 200 round. Another thing that I seem to recall is that some / most of the weapons are a bit lighter than their "real world" weight. I was wondering if this was done intentionally to keep the weapons consistent with what you would have seen with these weapons in ARMA 2 or if there was another reason?

 

My next question is about the Land Rover Ambulance and it only seating two people (driver+passenger) both in the cab. I can't quite remember from ARMA 2 but wasn't there a version which sat 4 or 5 (I remember at least two litters and one attendant being in the back, much like the Humvee Ambulance except without the "bunk beds"). Are there any plans to increase the passenger capacity on the Land Rover Ambulance?

 

Great job so far guys, my unit has recently adopted your packs and thanks to you we're now all like kids playing with new toys. smashing dirtbikes into helicopters and just having a blast! 

 

Regarding the barrels: Not very likely as we have more important things to do, than adding ACE features to CUP as only a part of our users are profiting from this. Everybody is free to make compatibility addons for this thou.

 

Regarding mass: Most likely it is only copied from A2 config values. If you feel some weapons are not only to light in numbers, but also in feel, make a ticket in our tracker.

 

Regarding Land Rover Ambulance: Even if not in A2, make a ticket about that feature. Seems reasonable to me.

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Another question relates to weight / mass of both weapons + ammo. Specifically for the M249 100 round belt is quite heavy (sorry I don't recall the exact figure) in relation to both the 200 round. Another thing that I seem to recall is that some / most of the weapons are a bit lighter than their "real world" weight. I was wondering if this was done intentionally to keep the weapons consistent with what you would have seen with these weapons in ARMA 2 or if there was another reason?

 

See this post and the one below it. As Arma 3 weight system stands now, this subject is not much about realism but more about setting values to be somewhat similar to vanilla weapons/magazines and to fit nicely into apparel containers (uniforms, vests, backpacks).

 

These values will most likely be adjusted when most or all apparel and units are converted.

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RHS is using it's own armor system resulting in RHS Launcher behaving very underpowered except against RHS tanks. I have no problem using CUP launchers to disable an T-72. It takes a single jevelin or 1-3 RPGs to take one out. Seems fine to me.

 

The M136 and SMAW that took 4-6 rounds were both the CUP versions (not RHS), but I'll give the RPGs a go. I'm less concerned about the number it takes to destroy the T-72 and more that it doesn't get disabled very easily. The HUD for the hull/turret/etc stays all white and typically only changes to orange or red just as it is about to cook. I'll test it some more.

 

So our group has been trying to track down the cause of an unusual bug with the UH-1Y (transport and MEV variants only) where when it is first spawned via Zeus it will "freak out" with parts of the model contorting and jumping. We are having a very hard time tracking specifics as this only seems to occur the first time an individual player spawns the helicopter - all subsequent spawnings, even following game or server reboots, will function normally. If you get into an affected helicopter while in multiplayer (not singleplayer), the game client will also crash.

 

I was going to submit it to your bug tracker (let me know if you'd prefer that), but due to the once-and-never-again nature of the bug, I've not been able to figure out if it is a pure-CUP issue or some sort of compatibility issue with another mod (we have none that directly interact with helicopters though). One of our members recorded a video of the bug, took screenshots and saved his RPT.

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Rant time. Please look away if ranting offends you.

 

 

 As Arma 3 weight system stands now, this subject is not much about realism

 

Here's the thing. When I made these weights, my thinking was that there should be some realistic limitations on the amount of stuff people can carry, and seeing how the fatigue system was turned into an abysmal pussification of the original for no apparent reason, this is still relevant.

 

As an example: The average AA missile soldier in Arma 3 carries THREE Anti-Air missiles. Reloading the launcher takes a ridiculous one or so seconds. This means that every time a player is in a helicopter, he'll immediately get three AA missiles on his arse. Good luck evading that.

 

Same with armor. A single Titan easily takes out every tank. The AT Missile Specialist carries three AT missiles AND an AP missile. Armour is next to useless in Arma 3 since it can easily be taken out and each missile soldier carries enough for three tanks.

 

Regardless of the actual WEIGHT your guy can carry, the amount of stuff you can carry in Arma is just not realistic.AT Mines in reality weigh about 15 kilograms, in Arma this means you could theoretically fit 4 AT mines (i.e. 60 kg) into the Carryall. The problem is that the only way to penalize the amount of stuff someone can carry is to make it heavy. I can fit 80 (!) M203's into a backpack. That is completely over the top, but it works since they are not heavy.

 

What should have been done instead is to make things have two values: size and mass. What should have been done is that uniforms, vests and backpacks have a size limit, not a weight limit. The size should have limited what you can put in, and the weight determined if you can move. But as it is now, it is a matter of trying to balance two completely unrelated values (1 kg of lead and 1 kg of feathers in Arma take up the same space in a backpack) and try to balance that. The result is always off somewhere. Missile soldiers like the Stinger should have ONE missile, in their launch tube, nothing else. A Javelin loaded weights like 50 kg.

 

Bottom line, there is no way to make this "good". The result is easily visible in vanilla were tanks are hardly a thread and AI aircraft only survive because of the godlike reflexes their pilots have and the way that countermeasures work. We have to live with the limitations, but at least for CUP I wanted to make this more sensible - one missile per AA Soldier, one Javelin, etc.

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Hello,

 

I recently discovered the project and it's really awesome, thanks for this !

But i have a question , is there a way to use Arma 3 Holosight, RCO and such on CUP Weapons ? That could be great

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Hello,

 

I recently discovered the project and it's really awesome, thanks for this !

But i have a question , is there a way to use Arma 3 Holosight, RCO and such on CUP Weapons ? That could be great

Should be available by default. Are you running CBA too? Because that is required.

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Should be available by default. Are you running CBA too? Because that is required.

 

Also note that weapons like AK's and derivatives (intentionally) don't accept railed accessories. If there is no Picatinny rail on a weapon, it will not take a railed attachment.

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I'll ask again since there's no info on it.

Is there any way to disable defenses on the LHD from CUP?

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I would entirely agree with your 'rant', Alwarren. For the 3CB gear, we've tried to implement more realistic weights for weapons / ammo etc... It was ridiculous - and self-defeating for coordinated clan gameplay - when one single player unit can effectively carry everything they need - and more - for every Op. We'd see pilot medics running around with .50cal sniper rifles and titan rocket launchers. Madness. It is far better to tweak the weights and spread the load across the squad - with riflemen carrying spare belts for the lmg / gpmg gunners and so forth. Our javelin needs assembly - with the CLU being separately housed in the binoculars slot - and a single-shot tube is all that can be carried. It means that Javelin use becomes a team effort, with two units carrying replacement tubes which can be then given to the gunner after they disassemble the spent tube and attach the CLU onto a fresh one. Running resuppy also gives the pilots something to do when CAS is not needed.

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More changes in weapons:

 

http://imgur.com/a/LTfJy

 

 

I'll ask again since there's no info on it.

Is there any way to disable defenses on the LHD from CUP?

Refer to the documentation on our website.

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I did, there's no info on it, hence the question.

I know there was a command for it in the standalone version of the LHD, the old one, but it doesn't seem to work with the one in CUP.

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Really nice work on removing the shine on the weapons. I think someone said earlier its weird how no one really mentioned it until now, I certainly hadn't heard any complaints from guys i play with. 

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First want to say our group is really enjoying the CUP content so far, particularly the vehicle variety we now have.

 

Just wondering, if anyone else is finding the T-72 a bit too strong? It is taking around 4-6 rounds (all rear shots) from an M136 or SMAW, with a disabled state being kind of rare (out of three tanks only the one I hit in the front had orange hull damage). For comparison's sake, if I use an RHS launcher against the CUP T-72, it takes up to 10 M136 rounds. Meanwhile RHS T-72s will be disabled in one hit and killed in three, regardless of whether it is a CUP or RHS launcher.

 

You could try this mod, which is recommended when using RHS assets with vanilla and other assets.  Beware that it is only a partial, WIP "solution:"

 

http://www.armaholic.com/page.php?id=24451

 

https://forums.bistudio.com/topic/161885-real-armor-mod/page-17#entry2917497

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