teromad 16 Posted July 12, 2016 Now that Apex is out, will CUP have any changes? We now have some official AKs so will the CUP ones stay around, or will they be rebalanced to match the official versions or use the new sounds, or anything else really? Share this post Link to post Share on other sites
bars91 956 Posted July 12, 2016 Now that Apex is out, will CUP have any changes? We now have some official AKs so will the CUP ones stay around, or will they be rebalanced to match the official versions or use the new sounds, or anything else really? Vanilla AKM (actually airsoft AKMN due to standart dovetail side rail), AKS-74U, PM/PMM bizzare lovechild, AK-12 gen 0/1 hybrid are highly inaccurate in their visual appearances and stats like RoF. The only "useful" thing is their reload anim (yet Toadie's AK pack animations still wipe the floor with 'em). Vanilla RPG-7 uses only old-gen warheads and can't mount PGO-7V scope, so also useless. Share this post Link to post Share on other sites
Alwarren 2767 Posted July 12, 2016 Now that Apex is out, will CUP have any changes? We now have some official AKs so will the CUP ones stay around, or will they be rebalanced to match the official versions or use the new sounds, or anything else really?The official AKs have no attachments or scopes, so there is little point in removing them from CUP.Send from my tablet, so pardon any autocorrect bollocks 3 Share this post Link to post Share on other sites
dragon01 902 Posted July 12, 2016 If you need them so urgently, how about port them yourself and then donate them to CUP ;) I thought about it, but I'd have to learn the tools from scratch. It is something I'm interested in, but right now I'm having enough fun learning the Eden editor and scripting. It does seem like a good point to start from, though (seeing as those are very simple models), so I will look into it. 2 Share this post Link to post Share on other sites
CUP 1532 Posted July 12, 2016 CUPREP #0002: APEX Update The long awaited APEX expansion is finally out, and along with it some new tech! As we showed the previous days all our vehicles are now compatible with the new Vehicle In Vehicle technology. Despite not being as fancy as the old one we made in terms of immersiveness, it is a lot more reliable, is AI / Zeus / EDEN compatible, allows airdrops, and has the direct support of BI. So we think all in all this is a trade for the better! Like it? Don't like it? Found weird combinations of vehicles loaded and space available? Let us know in the feedback tracker! http://dev.cup-arma3.org/ This being said, this is more or less a maintenance update. Less RPT spam, less config errors, visual tweaks, a lot of weapons now have soundshaders (special thanks to LAxemann for most of the heavy lifting!), APEX compatibility, ride-on-top FFV seats, you can read all about it in the changelog below. Finally, we added some new vehicles (AC-47D Spooky, MTVR, V3S, L-39ZA) and some new retextures and liveries of existing content. We'll be linking the files from google drive below, the website is currently under maintenance and should be up and running with the new patch as well this evening. Updates are also being pushed to the other usual places as well (PWS, Steam WS, Armaholic, etc). Bye for now! http://imgur.com/a/tAs55 Weapons changelog: Version 1.7.0 (12|Jul|2016)ADDED:General - Added soundshaders to several weapons (roughly 65% complete, many of which made by LAxemann). Added weapons compatibility to new vehicles (L39).CUP_Weapons_M16 - added Mk12 SPR dedicated silencer.CUP_Weapons_Ammunition - added dedicated M134 gatling 7.62 ammunition. Added new 4000Rnd magazines for miniguns.EDITED:General - various reload animations replaced with more suitable ones (AK, M16, L85 - by Toadie, CZ805, FAL, L129, M110, SA58, SCAR, XM8).CUP_Weapons_StaticWeapons - base classes now properly hidden.CUP_Weapons_C7 - removed package pending review.CUP_Weapons_L7 - removed package, merged all data and configs into M240 folder.CUP_Weapons_GrenadeLaunchers - fixed magazine order, now HE grenades take priority.CUP_Weapons_PKM - centralized vehicle materials and textures to PKM folder. Modified materials and textures. Added destruct RVMAT. Fixed PKM zeroing position.CUP_Weapons_WeaponData - centralized vehicle materials and textures for M134 Gatling. Modified M134 materials.CUP_Weapons_VehicleWeapons - increased AT3 and reduced AT5 reloadTime. AH-64 gunner HUD improvement (better differentiation between different kinds of bursts). Enabled crosshairs for FFAR rocket pods. Twin miniguns now consume twice as much ammunition.CUP_Weapons_SCAR - modified materials.CUP_Weapons_Ammunition - changed displayName for M240 mags. Fixed tracer rounds on M240 mags. Upped CMImmunity of Maverick missiles, should now be more resistant to countermeasures.FIXED:General - Weapon mounted flashlights now have proper lighting values. Fixed some config errors with L85, M60 and M249. Fixed ACE magazine classnames in CUP configs. Fixed issues with Kiory's weapons having grey edges at further distances. Fixed Russian names.CUP_Weapons_AK - AKM front sight not offset anymore.CUP_Weapons_VehicleWeapons - SPG9 doesn't play the autoloader sound when reloading anymore. Modified Falanga ATGM flight behavior, should not fall like a rock anymore. Fixed Vikhr ATGM lifetime and speed. Dingo MG3 now has proper rate of fire of 1300RPM. Fixed displayNameShort for T34/55 cannon magazines.CUP_Weapons_StaticWeapons - fixed zeroing HUD display. Fixed weapon deployment with backpack for DSHKM, M2 and M252.CUP_Weapons_Backpack - fixed AS map on SLA medic bag.CUP_Weapons_Colt1911 - fixed reload/drysound.CUP_Weapons_L129 - fixed missing magazine string.CUP_Weapons_Shield - fixed fire geometry issues.CUP_Weapons_Ammunition - fixed BMP1 cannon ammunition not being compatible with manual zeroing. Units changelog: Version 1.7.0 (12|Jul|2016)ADDED:Added EDEN Editor previews for all units.NAPA units now have radios in inventory.Added static weapons for individual factions.Added lower poly LODs to StalkerGB's british equipment (should increase drastically performance at further distances).Added RACS Woodland uniform.Added RACS Special Lennard inspired camo.Added plain olive and tan RACS PASGT helmets.FIXED:Two uniforms had broken backpack proxy.Fixed head clipping through Protec helmet at further distances.Removed holsters for some Osprey Mk2 vests, except for pilot and officer. Removed holster strap to avoid clipping with different uniforms.Uniforms now have proper weight and shouldn't bump other units over causing them to ragdoll anymore.Fixed hiddenselections on some US Army helmets' and uniforms distant view lods.Fixed error message when spawning CZ machinegunner.Changed identityTypes for several infantry units, should not spawn with futuristic googleglasses anymore.Changed editorSubcategory for some RACS units.RACS/SLA now have Spanish names.Fixed bug where SLA officer replicated as Takistani Colonel.Fixed minor clipping issues on BAF uniforms' shadows.Added missing goggles to lower resolution LODs of RACS helmet.Removed requiredAddon entry for L7A2.US Army engineer class was misnamed, fixed and kept old class hidden for compatibility. Vehicles changelog: Version 1.7.0 (12|Jul|2016)ADDED:Added Editor Previews to all vehiclesAdded Apex Vehicle in Vehicle capabilities to all CUP vehicles (either as cargo, or as carrier)Added slingload points to some vehiclesAdded hidden selections to wreckages to allow retexturing (wreckes retain the texture of the destroyed vehicle)CUP_AirVehicles_AH6 - added ACE fastrope supportCUP_AirVehicles_CH47 - added buoyancy geometryCUP_AirVehicles_CH53 - added buoyancy geometryCUP_AirVehicles_DC3 - added AC-47d Spooky GunshipCUP_AirVehicles_DC3 - added Tanoa pain schemeCUP_AirVehicles_Ka52 - new camo schemeCUP_AirVehicles_Ka60 - new camo schemeCUP_AirVehicles_L39 - added L-39CUP_AirVehicles_MV22 - added collision stripsCUP_AirVehicles_Mi35 - added SuperHind AAF variantCUP_AirVehicles_Pchela - added Pchela 1-t UAVCUP_TrackedVehicles_AAV - added RACS version, FFV seatsCUP_TrackedVehicles_T34 - added top FFV positionsCUP_TrackedVehicles_T55 - added top FFV positionsCUP_TrackedVehicles_T72 - added thermals to T72M4CZ commander and gunnerCUP_WheeledVehicles_BMP - added top FFV positions to BMP1 and BMP2CUP_WheeledVehicles_BRDM2 - added Russian variantCUP_WheeledVehicles_BTR60 - added FFV ride on top seatsCUP_WheeledVehicles_BTR90 - added top FFV positionsCUP_WheeledVehicles_MTVR - added MTVRCUP_WheeledVehicles_Mastiff - added LMG versionCUP_WheeledVehicles_Ridgeback - added LMG versionCUP_WheeledVehicles_SUV - added ridealong positionsCUP_WheeledVehicles_UAZ - Added METIS variantsCUP_WheeledVehicles_V3S - added V3SCUP_WheeledVehicles_Wolfhound - added WolfhoundEDITED:Adjusted operational ceiling on all aircraftMade ramps on some planes controlled only by pilotsExhanged 96 Rnd magazines for 32 Rnd magazines on some Mk19 equipped vehiclesHuds on some helicopters improvedSome optics modified (TI colors, compass etc)Added several CSAT retextured vehicles (BMP1/2, BRDM2, BTR60, SU-34, UAZ, T-55, T-72, ZSU-23)CUP_AirVehicles_AH64 - added landing gear selections in AH64D geometry LOD, can now properly slide, tweaked glassCUP_AirVehicles_C130 - c130 passenger variant now carries up to 60 passengers, enlarged cargo bayCUP_AirVehicles_Ka52 - KA-52 gunner view improvements (zeroing,NVG,TI,angles)CUP_AirVehicles_Mi24 - Tweaked materialsCUP_AirVehicles_Mi35 - Superhind weapon carriers and gunner canopy now visible from inside view, added fixed animationsCUP_AirVehicles_Mi6 - Adjusted soundsCUP_AirVehicles_Mi8 - added missing pip mirrors for copilot and gunnerCUP_AirVehicles_SU25 - Adjusted getin/out pointsCUP_AirVehicles_UH1H - Tweaked materialsCUP_AirVehicles_UH60 - UH60 now uses the same soundset as the MH60, fixed muzzleflash rotationCUP_TrackedVehicles_AAV - Tweaked materials, inventory access positionCUP_TrackedVehicles_BMP - Texture selection in GarageCUP_TrackedVehicles_BMP3 - Driver can now turn out, removed internal view, added smoke dispensersCUP_TrackedVehicles_M113 - Woodland textures changedCUP_TrackedVehicles_ZSU23 - Adjusted armorCUP_WaterVehicles_Fregata - Can now be moved without leaving a trail of laddersCUP_WaterVehicles_LHD - LHD can now be spawned without weapons or lightsCUP_WheeledVehicle_BTR40 - BTR-40 now spawns with front hatch downCUP_WheeledVehicle_BTR90 - Tweaked materials and speedCUP_WheeledVehicles_Dingo - Increased ammunitionCUP_WheeledVehicles_HMMWV - Changed weapon initial elevation, woodland textures changed, adjusted dampersCUP_WheeledVehicles_LAV25 - Tweaked armor value on lav25CUP_WheeledVehicles_LR - Fixed proxies, ambulance can now carry 7 passengersFIXED:Fixed ACE push interaction on water vehicles (where applicable)Some models renamed to avoid clashes with vanilla or other mod's contentSome groups had wrong factionsCUP_AirVehicles_AH6 - Fixed problems with last geometry LODs not having correct textures, using mh9 sounds now, skids frictionsCUP_AirVehicles_AN2 - Removed gear up/down option (fixed gear)CUP_AirVehicles_AW159 - added main and tail rotor centersCUP_AirVehicles_Ka60 - Ka-60 door gunner now has proper name in useraction menuCUP_AirVehicles_MH60S - Fixed glass and some materials, added collision lightsCUP_AirVehicles_MV22 - moved getin/out positions, damage selection, texture pathsCUP_AirVehicles_Mi35 - Fixed penetration materials and glass materials, wobbly rotor, flight modelCUP_AirVehicles_UH1H - Fixed texture pathsCUP_AirVehicles_UH1Y - Fixed RPT spamCUP_TrackedVehicles_2S6M - Fixed hudCUP_TrackedVehicles_AAV - fixed rvmatsCUP_TrackedVehicles_Bradley - Fixed selection for commander proxy, Linebacker moved to AACUP_TrackedVehicles_M113 - Fixed RPT spamCUP_TrackerVehicles_DMP3 - bmp3 left and right pkb gunners are not forced into optics anymore, some tweaks to materials and commanded periscopeCUP_WaterVehicles_PBX - Fixed init error when placed in EdenCUP_WaterVehicles_RHIB - Fixed floating rear gunnerCUP_WaterVehicles_Zodiac - Fixed init error when placed in EdenCUP_WheeledVehicles_BRDM - Fixed position of some passenger proxies in BRDM2CUP_WheeledVehicles_BTR60 - Fixed inventory access when dismounted, removed manual fire option, fixed dampersCUP_WheeledVehicles_Coyote - Fixed FFV Lod issue, fixed dampersCUP_WheeledVehicles_Dingo - Fixed dust effectsCUP_WheeledVehicles_HMMWV - Avenger moved to AA category, fixed steering wheel rotation, mirror pip positionCUP_WheeledVehicles_Jackal - Fixed FFV Lod issue, fixed dampersCUP_WheeledVehicles_M1030 - Moved to Motorbike editor categoryCUP_WheeledVehicles_Mastiff - fixed proxies, engine hitpointsCUP_WheeledVehicles_RG31 - Fixed vanilla weapons to CUP onesCUP_WheeledVehicles_Ridgeback - fixed proxies, engine hitpointsCUP_WheeledVehicles_SUV - Fixed rear view mirrors, shadow lods, specularityCUP_WheeledVehicles_Stryker - Fixed commanding value for the FFV seat on the stryker, moved getin/out points, RPT spam, removed optic from FFVCUP_WheeledVehicles_Vodnik - Fixed leftover \ca paths, added pip mirrors ACE Compat changelogs: Weapons: Version 1.7.0 (12|Jul|2016)- Fixed ACE explosives compatibility- Added ACE magazines (including ACE HuntIR) compatbility for CUP Weapons- Fixed "author is not a value" error Vehicles: Version 1.7.0 (12|Jul|2016)- Added ACE FCS compatibility on some new CUP vehicles (Warrior, T72CZ)- Fixed "author is not a value" error- Added fastrope support to MH6J Download links: @CUP_Weapons-1.7.0: https://drive.google.com/file/d/0By04o_GxOry3UW40NDd4VzNHRG8/view @CUP_Units-1.7.0: https://drive.google.com/file/d/0By04o_GxOry3TGhPWWlOVGlnODQ/view @CUP_Vehicles-1.7.0: https://drive.google.com/file/d/0By04o_GxOry3YTE2MF8wM0stRHc/view @CUP_Weapons_ACE_compat-1.7.0: https://drive.google.com/file/d/0By04o_GxOry3Z09RTk1BeUZXakU/view @CUP_Vehicles_ACE_compat-1.7.0:https://drive.google.com/file/d/0By04o_GxOry3OC1DZ05yOTI5cjA/view 22 Share this post Link to post Share on other sites
papanowel 120 Posted July 12, 2016 Thanks a lot guys, always appreciate when new things are coming up in CUP. 1 Share this post Link to post Share on other sites
Neviothr 102 Posted July 12, 2016 Awesome, great update guys! Thank you for all your hard work! Share this post Link to post Share on other sites
inlesco 233 Posted July 12, 2016 amazing stuff, guys! splendid as usual, well done! Share this post Link to post Share on other sites
Rich_R 1087 Posted July 12, 2016 Nice additions. You've read many players minds with these. Liked one of the DC3 appears to have no markings allowing it to be used for any faction or side. Nice! Share this post Link to post Share on other sites
Chairborne 2594 Posted July 12, 2016 I tried to replicate the LHD issues some of you mentioned in the forums but came up empty. With just cup and cba it seems to be in working order. Share this post Link to post Share on other sites
Guest Posted July 12, 2016 New version frontpaged on the Armaholic homepage. Community Upgrade Project - Weapon Pack v1.7.0 Community Base addons A3 Share this post Link to post Share on other sites
krycek 349 Posted July 12, 2016 Hey CUP team,I know you ported some ToH stuff and I read about the big props,but what about some of the civ stuff like the vehicles and units?Do these qualify for a port at a later date or it's too low quality stuff??I noticed some of them have a good interior like the fire trucks and the Mack truck.I made a small vid of the vehicles and units I was mentioning: Share this post Link to post Share on other sites
Rich_R 1087 Posted July 12, 2016 I tried to replicate the LHD issues some of you mentioned in the forums but came up empty. With just cup and cba it seems to be in working order. I was one of those having issues as described but one of the updates seems to have fixed it. The only unusual thing that happens now (for me) is if you place and rotate it, or place it and delete it, the ladders stay where they were placed initially....lol. However, when you start the mission everything is fine Share this post Link to post Share on other sites
Eagle1992 373 Posted July 12, 2016 Great work on the new Update! Especially the DC3 is awesome. Hey CUP team,I know you ported some ToH stuff and I read about the big props,but what about some of the civ stuff like the vehicles and units?Do these qualify for a port at a later date or it's too low quality stuff??I noticed some of them have a good interior like the fire trucks and the Mack truck.I made a small vid of the vehicles and units I was mentioning: I F.....ing need that Police Cruiser and that Ambulance. Share this post Link to post Share on other sites
Varanon 892 Posted July 12, 2016 Hey CUP team,I know you ported some ToH stuff and I read about the big props,but what about some of the civ stuff like the vehicles and units?Do these qualify for a port at a later date or it's too low quality stuff??I noticed some of them have a good interior like the fire trucks and the Mack truck.I made a small vid of the vehicles and units I was mentioning: The firefighter and paramedic are already in, as well as a few other "infantry" units (meaning, people). Regarding the cars, the same applies to the cars as to the other ambient civilian assets: They usually do not have interiors, and as such, their use is limited. You might argue that they are still good as props, but as usual, the work is not automatic, someone will have to do it. So, in essence, don't hold your breath, it's unlikely that anything without an interior will be ported any time soon Share this post Link to post Share on other sites
krycek 349 Posted July 12, 2016 Regarding the cars, the same applies to the cars as to the other ambient civilian assets: They usually do not have interiors, and as such, their use is limited. You might argue that they are still good as props, but as usual, the work is not automatic, someone will have to do it. So, in essence, don't hold your breath, it's unlikely that anything without an interior will be ported any time soon Regarding the interiors I agree with you for most of the stuff in ToH that it isn't a chopper(like the cargo ships,oil tankers or the airliners) but that's the thing,with the exception of the ambulance and that yacht everything in my vid has interiors. I understand though,manpower vs the amount of content to be ported is limited. Share this post Link to post Share on other sites
slatts 1978 Posted July 12, 2016 Police car looks just like the Octavia already in the mod :) 2 Share this post Link to post Share on other sites
bagpiperguy 74 Posted July 12, 2016 Nice update as usual. Did not know this was a thing tho... maybe I am wrong about what I think it is.. CUP_Weapons_C7 - removed package pending review. Share this post Link to post Share on other sites
Chairborne 2594 Posted July 13, 2016 Yes it was hidden stuff that was there but wasn't supposed to be there. Share this post Link to post Share on other sites
bagpiperguy 74 Posted July 13, 2016 Yes it was hidden stuff that was there but wasn't supposed to be there. :ph34r: 1 Share this post Link to post Share on other sites
Varanon 892 Posted July 13, 2016 Regarding the interiors I agree with you for most of the stuff in ToH that it isn't a chopper(like the cargo ships,oil tankers or the airliners) but that's the thing,with the exception of the ambulance and that yacht everything in my vid has interiors. They don't have interiors per se, what you see is the normal outside view, which does show interiors, but at a very low resolution. It's not only about manpower. It's also about whether it make sense or not. And in most cases it doesn't Sent from my SGP511 using Tapatalk 1 Share this post Link to post Share on other sites
R0adki11 3949 Posted July 13, 2016 Regarding the interiors I agree with you for most of the stuff in ToH that it isn't a chopper(like the cargo ships,oil tankers or the airliners) but that's the thing,with the exception of the ambulance and that yacht everything in my vid has interiors. I understand though,manpower vs the amount of content to be ported is limited. Well if you want these ToH vehicles incorporating into CUP, how about you port them yourself then donate them to CUP ;) Share this post Link to post Share on other sites
killjoyau73 359 Posted July 13, 2016 Did the USS Khe Sanh get taken out or am I crazy? Share this post Link to post Share on other sites
Chairborne 2594 Posted July 13, 2016 You're crazy. :P It should still be under Empty > Structures > Boats. 3 Share this post Link to post Share on other sites
Alwarren 2767 Posted July 13, 2016 Regarding the interiors I agree with you for most of the stuff in ToH that it isn't a chopper(like the cargo ships,oil tankers or the airliners) but that's the thing,with the exception of the ambulance and that yacht everything in my vid has interiors. Guys, I know everybody has their preference and wishes, but let's please not turn this thread into a wishlist again. It doesn't help. I tried to explain the whys and hows before, and I am not going to repeat them here, suffice to say that things will happen as they happen. 2 Share this post Link to post Share on other sites