topden 62 Posted December 22, 2023 2 hours ago, Alwarren said: What arrows? soldiers inside. driver, gunner in the hatch. the glass "breaks" in the doors, but the bullets do not pass through. the shooter who sits above outside is also immortal. you can't kill anyone sitting inside the gas tiger (I wanted to write to the bug tracker, but the site is not working) Share this post Link to post Share on other sites
Alwarren 2767 Posted December 24, 2023 On 12/22/2023 at 4:12 PM, topden said: soldiers inside. driver, gunner in the hatch. the glass "breaks" in the doors, but the bullets do not pass through. the shooter who sits above outside is also immortal. you can't kill anyone sitting inside the gas tiger (I wanted to write to the bug tracker, but the site is not working) Gotcha. Yeah I forgot the proxies in the fire geometry, I'll fix it ASAP 1 Share this post Link to post Share on other sites
topden 62 Posted January 7 On 12/24/2023 at 10:03 PM, Alwarren said: Gotcha. Yeah I forgot the proxies in the fire geometry, I'll fix it ASAP Thx. please add the ability to view equipment outside the tiger, and not in the cabin. so that you can get things from your equipment from the street. Share this post Link to post Share on other sites
Alwarren 2767 Posted January 8 10 hours ago, topden said: Thx. please add the ability to view equipment outside the tiger, and not in the cabin. so that you can get things from your equipment from the street. That should already be possible in the latest dev branch, please try again. 1 Share this post Link to post Share on other sites
topden 62 Posted January 9 On 1/8/2024 at 1:45 PM, Alwarren said: That should already be possible in the latest dev branch, please try again. looked. Thank you. but the PK and KORD gunners do not change animation when they are dead. It is registered in your config, but the gunners just freeze and that’s it. It’s very inconvenient to understand whether they are alive or not. please correct the animation of the PK and Kord gunners http://joxi.ru/vAWOzGnSRN4pqA and is it possible to make the glass a little thicker for the armor? can be shot with one bullet, although tigers have armored glass Share this post Link to post Share on other sites
Tymek1756 0 Posted January 19 Hello, quick question, is it by any chance possible, that we could get a quick remodel on all M1A2SEPv3? Front of the turret uses the counterweights, which are not a thing on SEPv3s, but they lack "flat spots" near the mantlet. Below some pics and a diagram that could help with modeling it correctly (it is like that because the front of the turret is much thicker). If you would need even more pictures, I can make it happen. Have a great day.https://mega.nz/folder/E202hLqA#L1BFC7dJE9s-z3KMD77nKQ Share this post Link to post Share on other sites
Alwarren 2767 Posted January 20 On 1/19/2024 at 5:11 PM, Tymek1756 said: Hello, quick question, is it by any chance possible, that we could get a quick remodel on all M1A2SEPv3? Front of the turret uses the counterweights, which are not a thing on SEPv3s, but they lack "flat spots" near the mantlet. Below some pics and a diagram that could help with modeling it correctly (it is like that because the front of the turret is much thicker). If you would need even more pictures, I can make it happen. Have a great day.https://mega.nz/folder/E202hLqA#L1BFC7dJE9s-z3KMD77nKQ Yeah, when I made the model it wasn't out yet and the only pictures I saw had the counterweights on it. The turret side brackets are part of the Trophy active-kill IIRC, and I am not sure it is installed on all SEPv3. I'll see what I can do. No promies though, I am pressed on time. 2 Share this post Link to post Share on other sites
Ulfgaar 30 Posted January 26 Greetings everyone - just to check, are there anyone maintaining and updating the CUP line of mods? Aka, Vehicles, units and weapons? I've got some feedback i'd like to provide regarding the Bell 412 line of helicopters, or more specifically the CH-146 Griffon. However, their issue tracker link just provides a 503 "Service Unavailable" error. So, guessing its either that the link is broken - or that they've stopped maintaining these mods? Anyone know? Share this post Link to post Share on other sites
Alwarren 2767 Posted January 27 21 hours ago, Ulfgaar said: Greetings everyone - just to check, are there anyone maintaining and updating the CUP line of mods? Aka, Vehicles, units and weapons? I've got some feedback i'd like to provide regarding the Bell 412 line of helicopters, or more specifically the CH-146 Griffon. However, their issue tracker link just provides a 503 "Service Unavailable" error. So, guessing its either that the link is broken - or that they've stopped maintaining these mods? Anyone know? Our old issue tracker has been retired. We're handling things now over our Discord server:https://discord.gg/F5vQNwveAY Share this post Link to post Share on other sites
Ulfgaar 30 Posted January 27 Thanks a bunch! Might want to perhaps change that link on the website for your Discord server instead as such 😉 Share this post Link to post Share on other sites
CUP 1532 Posted April 1 CUPDATE TIME Update 1.18.0 released Could it be true? Or is this an April's Fool joke? No, it's true. We finally released a new CUPDATE. The highlights of this cupdate are: New Factions: Armed Forces of Ukraine Modern Armed Forces of the Russian Federation New Vehicles: M1151 HMMWV GAZ Tigr T-90M/MS Leopard 1 Kamaz-6369 New Weapons: XM8 replacements P30L pistol S&W Tacical Revolver XM29 OICW And, as usual, a whole bunch of bug fixes, improvements, and new bugs! *** IMPORTANT: ACE COMPATIBILITY *** Starting with this release, ACE Compatibility mods are discontinued, and the ACE compatibility of CUP is directly integrated into ACE itself. We'll remove the ACE compats from the workshop, and you should do the same if you are running a server. In the future, loading ACE will be all that is required to make CUP ACE compatible. We hope you enjoy the new CUPDATE. Rest assured this is NOT the last update, and we hope that the next one will be out sooner than two years. Uploads to the usual places are going on as we speak. Enjoy! 11 4 Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted April 1 Dear friends, I am happy to see that this gigantic mod is still active and treated well. From my heart I say thank you for the update. 1 Share this post Link to post Share on other sites
krzychuzokecia 717 Posted April 1 56 minutes ago, CUP said: new bugs! Lovely, lovely bugs! And big thanks for new Hummvees and Tigrs! Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted April 1 So far I didn't receive any hint about an update on steam. Is the content included in CUP Vehicles, CUP Units or something else? Edit: Never mind I got it fixed. I rarely had to use the "repair mod" option in the A3 game launcher. I got the new units ingame now. Share this post Link to post Share on other sites
CUP 1532 Posted April 23 CUP Hotfix released CUP Units, Vehicles and Weapons have been updated to 1.18.1. We have fixed over 40 issues that cropped up in the 1.18 release. Get it now. 12 Share this post Link to post Share on other sites
krzychuzokecia 717 Posted April 25 One thing that bugs me regarding new "Modern Russia" faction: it contains infantry units, tanks, cars and turrets categories, but no APCs and any aircraft. This makes that faction rather handicapped when playing with various dynamic missions that have faction-based spawn scripts (like DRO). In some cases it's possible to choose a secondary faction (so the "legacy" Russia), but then the outcome is randomly generated mish-mash of units from both. Which in practice is not far from just using the legacy Russia as it already contains EMR camo uniforms. I think adding a selection of APCs and aircraft from legacy faction to new one would make it more useful in such instances (and there would be no need to manually change crews in Eden editor too). Share this post Link to post Share on other sites
Alwarren 2767 Posted April 25 8 hours ago, krzychuzokecia said: I think adding a selection of APCs and aircraft from legacy faction to new one would make it more useful in such instances (and there would be no need to manually change crews in Eden editor too). Please file a bug report on our Discord server. Thank you. Share this post Link to post Share on other sites
HBAOplus 14 Posted April 26 (edited) Hi, because Discord is blocked in my region, so I leave some messages here. 1 Currently RSASS is using an ARMA2 type generic reload animation. Since RSASS is a modified version of AR-10 (exclude its charging handle), will it be better to use M110's reload animation on it? Also, its ACE_barrelLength is only 264mm, should switch to 457mm or 559mm. 2 GALIL (556 and 762) is also using an ARMA2 type generic reload animation. should be better to use AKM and AK74's reload animation instead. 3 for the M249 and Minimi, because they are open bolt MGs, so should be ace_overheating_closedBolt = 0. 4 CUP P90 also use ARMA2 reload animation, switch to use the one from vanilla ADR-97 (SMG_03_black) will be better. Edited May 6 by HBAOplus more infos Share this post Link to post Share on other sites
krzychuzokecia 717 Posted April 26 12 hours ago, Alwarren said: Please file a bug report on our Discord server. Thank you. I'm sorry, I would but I'm not a Discord user, so I can't. Hope that's understandable. Anyway, I've noticed that all of the "sniper" scopes in CUP now seem to have canted reticles. I guess that's to simulate scope cant some people introduce when they're unable to have proper position behind the gun, but in such case the reticle would appear "in parallel" to the eye, and the target/enviroment image would appear canted. It's the opposite in CUP, and I don't think (aside maybe for "PiP" scopes) you can achieve proper effect in game. It feels a bit jarring, and contrasts with scopes from vanilla or other mods. Also, regarding CUP scopes when having ACE Scopes (aka miliradian turrets) enabled - since ACE Scopes use same keybinds as vanilla BDC adjustments, it's possible to change both of these simultanously with CUP scopes, leading to completely wrong elevation. I think the issue is that even with ACE loaded and ACE Scopes turned on, CUP scopes still support vanilla BDC change. But, judging from the way ACE themselves set-up vanilla scopes, those systems are not interchangeable, and require vanilla BDC adjustments in config of particular scope to be capped at single setting (usually 100 meters). 1 Share this post Link to post Share on other sites
Alwarren 2767 Posted April 27 23 hours ago, krzychuzokecia said: I'm sorry, I would but I'm not a Discord user, so I can't. Hope that's understandable. Understandable, but unfortuantely this means it depends on my memory wether this gets handled or not, and... well... 23 hours ago, krzychuzokecia said: Anyway, I've noticed that all of the "sniper" scopes in CUP now seem to have canted reticles. I guess that's to simulate scope cant some people introduce when they're unable to have proper position behind the gun, but in such case the reticle would appear "in parallel" to the eye, and the target/enviroment image would appear canted. It's the opposite in CUP, and I don't think (aside maybe for "PiP" scopes) you can achieve proper effect in game. It feels a bit jarring, and contrasts with scopes from vanilla or other mods. That is a feature of CBA, scopes are tilted according to body position. If you are lying on uneven ground, the scope might be tilted. 23 hours ago, krzychuzokecia said: Also, regarding CUP scopes when having ACE Scopes (aka miliradian turrets) enabled - since ACE Scopes use same keybinds as vanilla BDC adjustments, it's possible to change both of these simultanously with CUP scopes, leading to completely wrong elevation. I think the issue is that even with ACE loaded and ACE Scopes turned on, CUP scopes still support vanilla BDC change. But, judging from the way ACE themselves set-up vanilla scopes, those systems are not interchangeable, and require vanilla BDC adjustments in config of particular scope to be capped at single setting (usually 100 meters). That would be worth reporting to ACE mod, since they have taken over the ACE Compatibility of CUP. 1 Share this post Link to post Share on other sites
krzychuzokecia 717 Posted April 27 1 hour ago, Alwarren said: Understandable, but unfortuantely this means it depends on my memory wether this gets handled or not, and... well... Roger, I see no problem with that! 😊 1 hour ago, Alwarren said: That is a feature of CBA, scopes are tilted according to body position. If you are lying on uneven ground, the scope might be tilted. Ah, I see - the effect is definitely bugged, since I was testing in Arsenal so a perfect flat ground. In fact when lying with gun supported on bipod I'm getting a "negative" tilt! I'll hit up the CBA guys. Guess that's why most of the mods out there don't use CBA animated scopes... 1 hour ago, Alwarren said: That would be worth reporting to ACE mod, since they have taken over the ACE Compatibility of CUP. Roger, will do! Share this post Link to post Share on other sites
HitmanTurkey 0 Posted May 15 I posted this thread a while ago . I was trying again to make a new mission using the same vehicles. The LAVs still work fine but the AVP don't. It's a real shame because these vehicles being in the game is very cool but they can't be used for what they are intended. I tried to get on the issue tracker on the CUP.org website but it wouldn't load. This is my attempt at reporting a bug. Share this post Link to post Share on other sites
Alwarren 2767 Posted May 15 4 hours ago, HitmanTurkey said: I posted this thread a while ago . I was trying again to make a new mission using the same vehicles. The LAVs still work fine but the AVP don't. It's a real shame because these vehicles being in the game is very cool but they can't be used for what they are intended. I tried to get on the issue tracker on the CUP.org website but it wouldn't load. This is my attempt at reporting a bug. dev.cup-arma3.org is no longer online. The AAV is a tracked vehicle, afaik tracked amphibious vehciles have this problem but it isn't a CUP issue but a game issue. I don't consider it likely that it will be fixed anymore. Share this post Link to post Share on other sites
flyingsaucerinvasion 3 Posted June 20 [_unit, "HandGrenadeMuzzle"] call BIS_fnc_fire; The function BIS_fnc_fire, no longer works with CUP hand grenades. Still works with Arma 3's RGO hand grenade though. EDIT: Apparently each hand grenade has its own muzzle and I didn't know it. However, HandGrenadeMuzzle used to fire Cup grenades. Share this post Link to post Share on other sites
Alwarren 2767 Posted June 22 On 6/20/2024 at 3:44 AM, flyingsaucerinvasion said: EDIT: Apparently each hand grenade has its own muzzle and I didn't know it. However, HandGrenadeMuzzle used to fire Cup grenades. IIRC, that was changed a while ago because previously different types of hand grenade (US, British) were not working correclty. 1 Share this post Link to post Share on other sites