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Community Upgrade Project - CUP

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Has anybody ported a2 motorcycles yet? Those would be straight fire in arma 3, they were mad nice on AiA even with glitches, but with the PhysX those motorcycles would be sick for missions and drivebys, especially with some FFV on the backseat or something.

I had been eyeing up the M1030 previously. Perhaps after the Bradley unless someone else takes it up.

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Hey I had a question. When the arma 2 units are ported will that let user made units be able to be used in arma 3 or am I hoping too much? :p

Either way Im loving this project!

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Hey I had a question. When the arma 2 units are ported will that let user made units be able to be used in arma 3 or am I hoping too much? :p!

No. In order to use a unit, it needs to be specifically modified to work in Arma 3. Other units do not automatically work because of that, just as Arma 2 weapons do not automatically work because of the Arma 2 weapons already ported by CUP.

Would be nice if it did, would save me a lot of work ;)

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No. In order to use a unit, it needs to be specifically modified to work in Arma 3. Other units do not automatically work because of that, just as Arma 2 weapons do not automatically work because of the Arma 2 weapons already ported by CUP.

Would be nice if it did, would save me a lot of work ;)

Ah, well still, Im looking forward to this mod. Thank you again for working on it!

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I had been eyeing up the M1030 previously. Perhaps after the Bradley unless someone else takes it up.

We already have M1030 ported in the repo, but sshhh.

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I've got a question that has been on my mind for a while, once all of CUP is released (Terrains, Vehicles, Units), assuming the classnames are going to be kept the same as A2, would it be possible to load up Arma 2 missions just like it was possible with the original All in Arma? I've been dying to play the 'Flashpoint' missions again in A3. Thanks for your hard work, I hope to see the first set of Units out soon!

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No, classnames won't we the same as in previous Arma releases. Once all content is released with A3 standards a complete list of all new classnames will be published.

A small preview can be seen here:

http://wiki.cup-arma3.org

And about missions, i'm not sure if we also port them to A3. But if so it is no priority ATM...

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No, classnames won't we the same as in previous Arma releases. Once all content is released with A3 standards a complete list of all new classnames will be published.

A small preview can be seen here:

http://wiki.cup-arma3.org

And about missions, i'm not sure if we also port them to A3. But if so it is no priority ATM...

Ah well, thanks for the info. Don't worry about porting missions, I wasn't asking for that!

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Can I rehash something that was said a few pages back (but without the tension this time). I'll start with a quote:

it's difficult to use other mods in conjunction with [RHS] as they have their own unique system for damage, weight, loads, inventory space etc.

Can anyone clarify exactly what this means in practical terms? I had no idea that apparently I can't mix CUP (or other mods) with RHS... as that's what I do all the time. Having said that though, I have noticed at least one thing which doesn't seem right, but I don't even know if it's related. I've noticed that often I have to pre-test the strength of armoured vehicles used in my single player missions, by starting the game as an opposing AT soldier and blasting the armoured vehicle with an RPG to see how many shots it takes. Sometimes, it takes like 4 or more direct hits. In such cases, I edit the placed vehicle to reduce it's armour slider (sometimes needing to be only slightly wider than the mouse cursor) so it will blow in 1 or 2 shots... because I'm fairly sure any modern armour without reactive plates will be cooked within 2 direct hits- especially if it's just a BMP or T-62.

A lot of the time, I don't even know what mod the gear or vehicles I'm using are from, as I have over 20 mods loaded and there is heaps of over-lap.

So to sum up; is this RHS vs other mods compatibility something which makes weapons/vehicles unbalanced? Or what else exactly would be the problem with mixing RHS with CUP? (or other mods... but this is the CUP thread.. so er, I guess I'm asking about CUP to stay on topic :P )

Thanks in advance, for anyone who can take the time to enlighten me on this topic.

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Technically they have their own damage model.

I believe this can be toggled off (not sure how)

We do much the same... running our kit + CUP alongside RHS.

Actually we don't seem to have any negative feedback..

But I would prefer balanced mods where possible

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Thanks for the work you guys put into this mod, it looks amazing! One bug I have noticed though is with the EOTech Holo scopes. When ever you zoom in first person while having an EOTech Holo equipped to a weapon, there will be a second crosshair on the screen. The EOTech 533 HWS scopes are fine though. Its just the 2 black and the 1 camo EOTech Holos.

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If you mean something like this, then we already know about and working on fix. :)

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Make sure you have the joint rails mod running as well as CUP, check the OP for more info

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hi CUP team,

can I make a question??

...when @Cup_Terrains will be released, do you think that for the other mods that require @allinarmaterrainpack will be easy to switch to this mod or we will have to keep both?

Thank you for your work it is priceless!!

bye

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@AB_Luca depends on the mod, there will be change of classnames (aia to cup) so that could complicate some things. But otherwise it should be the same and without problem.

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An AH-1Z provides escort for a CH-53E Super Stallion during night-time operations.

 

axlge6kl.jpg

  • Like 3

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Nice pic.  Are you guys going to add Slime Lights?

 

In due time, yes.

We're finalizing the few missing vehicles for USMC then we want to make a public beta test release.

We'll have our own feedback tracker like the one BI uses for Arma 3 as well.

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Is there a list of content which will be released in the first public beta available? Or did I miss it...You know...forum updates n shit..

 

Also, is the CUP_terrains team working independently from the CUP content team? Aka - when CUP vehicles, units, etc enter public beta will CUP terrains do too simultaneously?

 

Kind regards,

Sanchez

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axlge6kl.jpg

 

Will that CH-53E be with the release or is that a stand alone pack, if it is where can I get it :D

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Is there a list of content which will be released in the first public beta available? Or did I miss it...You know...forum updates n shit..

 

Also, is the CUP_terrains team working independently from the CUP content team? Aka - when CUP vehicles, units, etc enter public beta will CUP terrains do too simultaneously?

 

Kind regards,

Sanchez

I am currently taking care of some of the vehicles and i can say you can expect most, if not all, the USMC vehicles (although this may vary, maybe some USMC vehicles will be missing but some others will be included, like the BTR-60 or the UAZ for example).

At this time we're missing just a handful of the originals from A2, however we're going to add the Super Stallion too (in fact that is at a very good state right now).

 

As for units, USMC and NAPA should be good to go already, weapons are also at a pretty good point and terrains have probably a handful of annoying bugs left.

 

We haven't decided whether to release them one by one or altogether, but i'm guessing the former.

We're taking measures for the public beta, how to do it and how to manage the feedbacks etc.

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Will that CH-53E be with the release or is that a stand alone pack, if it is where can I get it :D

As mentioned above, it will be part of CUP vehicles.

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Will any of the CUP amphibious vehicle be controllable in the water? I ask that in regards to your signature, Chairborne.

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