Janez 531 Posted June 27, 2017 Thank you very much guys but I get 404 at Google drive links. Should I just wait a bit longer or is there an issue? Share this post Link to post Share on other sites
CUP 1532 Posted June 27, 2017 Yes the uploads are still going up on google drive, fresh links and changelogs will be updated as soon as possible. 2 Share this post Link to post Share on other sites
john111 76 Posted June 27, 2017 Congrats on the relese! A quick Q: Any plans to add CCIP to C-47? With a auto-pilot mod from the community there will be some real use for this gunship now.But as of now it`s a pain in the a** to be hitting anything with this. I would think that a ECM-system for Spooky in need,there is SA-2 modeled for this game. Maybe ,even use Devas autopilot just for the Loitering system and put it in there? thnx Share this post Link to post Share on other sites
petek 62 Posted June 27, 2017 As always Team CUP thank you for all your hard work on this. It is much appreciated! Cheers 1 Share this post Link to post Share on other sites
Guest Posted June 27, 2017 The Armaholic mirror has been updated with the new version: CUP Weapons v1.9.1 Community Base addons A3 Share this post Link to post Share on other sites
Guest Posted June 27, 2017 The Armaholic mirror has been updated with the new version: CUP Units v1.9.1 Community Base addons A3 Community Upgrade Project - Weapon Pack Share this post Link to post Share on other sites
Guest Posted June 27, 2017 The Armaholic mirror has been updated with the new version: CUP Vehicles v1.9.1 Community Base addons A3 Community Upgrade Project - Weapon Pack Community Upgrade Project - Units Pack Share this post Link to post Share on other sites
Neviothr 102 Posted June 27, 2017 Thanks for the update, CUP Team! Share this post Link to post Share on other sites
8LacK5naK3 192 Posted June 27, 2017 Always a good day when a new CUPdate happens. Thanks for all the ongoing effort and dedication, CUP team. 3 Share this post Link to post Share on other sites
evrik 843 Posted June 27, 2017 Well done on the update! Share this post Link to post Share on other sites
Merovee 4 Posted June 27, 2017 A Cupdate ! Nice ! Thanks for all your hard work on this ! Share this post Link to post Share on other sites
hcpookie 3770 Posted June 27, 2017 Good job team! (where are the Taki civs?) :P 3 Share this post Link to post Share on other sites
nlovett218 1 Posted June 27, 2017 (edited) EDIT: Reported bug in bug tracker instead of placing here. My bad. I don't look at things first :/ Edited June 27, 2017 by nlovett218 removed bug report 1 Share this post Link to post Share on other sites
DieselJC 196 Posted June 28, 2017 Thanks for the update...always look forward to these.even though they are a pain to upload to a server..lol..Thanks again! Diesel 1 Share this post Link to post Share on other sites
islesfan186 83 Posted June 28, 2017 OK so could be a stupid question, but how do the Hellfire missiles work now? I know Kilo's are laser guided and L's are guided by the FCR....but my radar picks up no targets (yes, radar is on). Even when I can see targets, I hit T and it selects no target. In theory I should have to just pop up, detect the targets, hide behind a hill and launch several missiles from behind cover and the internal guidance inside each missile will find the targets found by the FCR, no need for LOS to engage. The Kilos need LOS, but even with a clean LOS, my AI gunner does not hit the mark. I know I'm not super versed in A3, so I'm wondering if I can get a little bit of help on what I may be doing wrong, or does all the new Jets sensor stuff pretty much make the Apache and the Cobra useless playing SP with an AI gunner? Also, is it possible to switch the hellfire modes in to LOAL or LOBL hi, direct and lo? Share this post Link to post Share on other sites
igu@na 53 Posted June 28, 2017 Thank you CUP for update! Share this post Link to post Share on other sites
Chairborne 2594 Posted June 28, 2017 3 hours ago, islesfan186 said: OK so could be a stupid question, but how do the Hellfire missiles work now? I know Kilo's are laser guided and L's are guided by the FCR....but my radar picks up no targets (yes, radar is on). Even when I can see targets, I hit T and it selects no target. In theory I should have to just pop up, detect the targets, hide behind a hill and launch several missiles from behind cover and the internal guidance inside each missile will find the targets found by the FCR, no need for LOS to engage. The Kilos need LOS, but even with a clean LOS, my AI gunner does not hit the mark. I know I'm not super versed in A3, so I'm wondering if I can get a little bit of help on what I may be doing wrong, or does all the new Jets sensor stuff pretty much make the Apache and the Cobra useless playing SP with an AI gunner? Also, is it possible to switch the hellfire modes in to LOAL or LOBL hi, direct and lo? There is no NLOS or LOAL missiles in Arma, thats just tech limitations. You need line of sight, other than that they lock like usual, tried using R instead of T? You can also guide them manually anyway, i dont remember exactly which version is which but one can be guided manually like a SACLOS missile, and the other can lock on self designated laser targets. Share this post Link to post Share on other sites
Belbo 462 Posted June 28, 2017 Oh noes, you changed the folder name of the download folders on your site. :( Beforehand it was written with a _, just like the zip files still are. Do you plan on keeping it like that or do you intend to change it again? Just asking because players are thick as bricks when it comes to changing folder names when they get a mod via arma3sync - and I'll be the first one that'll be nagged out of his cave as soon as I change anything major with our mod set. ;) Share this post Link to post Share on other sites
ab_luca 24 Posted June 28, 2017 Hi all... Am I the only one loosing ah64s? i found only the editor ah64d with 4 rocket pods...but with zeus no apache are listed... I am using steam workshop let me know please ... Bye Share this post Link to post Share on other sites
nesias 16 Posted June 28, 2017 9 hours ago, islesfan186 said: OK so could be a stupid question, but how do the Hellfire missiles work now? I know Kilo's are laser guided and L's are guided by the FCR....but my radar picks up no targets (yes, radar is on). Even when I can see targets, I hit T and it selects no target. In theory I should have to just pop up, detect the targets, hide behind a hill and launch several missiles from behind cover and the internal guidance inside each missile will find the targets found by the FCR, no need for LOS to engage. The Kilos need LOS, but even with a clean LOS, my AI gunner does not hit the mark. I know I'm not super versed in A3, so I'm wondering if I can get a little bit of help on what I may be doing wrong, or does all the new Jets sensor stuff pretty much make the Apache and the Cobra useless playing SP with an AI gunner? Also, is it possible to switch the hellfire modes in to LOAL or LOBL hi, direct and lo? 5 hours ago, Chairborne said: There is no NLOS or LOAL missiles in Arma, thats just tech limitations. You need line of sight, other than that they lock like usual, tried using R instead of T? You can also guide them manually anyway, i dont remember exactly which version is which but one can be guided manually like a SACLOS missile, and the other can lock on self designated laser targets. I just tested some stuff in Dev Branch and it looks like that there is an engine bug that crippels laser guided weapons (see Dev Branch Changelog). While im not able to use the Hellfire K Variant in Stable (acts like a dumbfire), its functions fine in Dev. It will follow a laser look just as it is supposed to do (as far as i know), and can be guided that way. While i did not check the L Variant in Dev it seems fine in Stable (using active radar for locking). 1 Share this post Link to post Share on other sites
Alwarren 2767 Posted June 28, 2017 2 hours ago, ab_luca said: Hi all... Am I the only one loosing ah64s? i found only the editor ah64d with 4 rocket pods...but with zeus no apache are listed... I am using steam workshop let me know please ... Bye There is only one AH64 left, if you want a different loadout, open up the Attributes window, unfold the "Pylons" flyout and pick a preset loadout or make one. NATO helos (except for the UH-60) have all be converted to the dynamic loadout in this patch, they work just like the vanilla choppers. 3 Share this post Link to post Share on other sites
ab_luca 24 Posted June 28, 2017 3 minutes ago, Alwarren said: There is only one AH64 left, if you want a different loadout, open up the Attributes window, unfold the "Pylons" flyout and pick a preset loadout or make one. NATO helos (except for the UH-60) have all be converted to the dynamic loadout in this patch, they work just like the vanilla choppers. Hi! first thank for answer... yes, I have found that attribute in editor and I changed the ah64 loadout(really good work!) but I cant find it in ZEUS to be shure I m using just @cba @cup bye Luca Share this post Link to post Share on other sites
islesfan186 83 Posted June 28, 2017 2 hours ago, nesias said: I just tested some stuff in Dev Branch and it looks like that there is an engine bug that crippels laser guided weapons (see Dev Branch Changelog). While im not able to use the Hellfire K Variant in Stable (acts like a dumbfire), its functions fine in Dev. It will follow a laser look just as it is supposed to do (as far as i know), and can be guided that way. While i did not check the L Variant in Dev it seems fine in Stable (using active radar for locking). 7 hours ago, Chairborne said: There is no NLOS or LOAL missiles in Arma, thats just tech limitations. You need line of sight, other than that they lock like usual, tried using R instead of T? You can also guide them manually anyway, i dont remember exactly which version is which but one can be guided manually like a SACLOS missile, and the other can lock on self designated laser targets. Ok, I'll give it a shot. But if I have an AI gunner, he has control of the laser. Prior to all the sensor upgrades I just hit T for the 114Ks and the gunner was able to lock on and engage. Now, the gunner's reticle goes to the target, but the missile doesn't lock and just flies straight. Either way, I'll do some further messing around. I'll try R as well, but I don't remember the targets even showing up on the radar. Thanks for the quick reply Share this post Link to post Share on other sites