jaghiti 76 Posted June 28, 2017 If I get it working then it'll be added to any and all aircraft that carry it Share this post Link to post Share on other sites
cplcandybar 12 Posted July 15, 2017 I don't mean to be *that guy* but can I get an update on how you're doing? Share this post Link to post Share on other sites
jaghiti 76 Posted July 15, 2017 Currently working through the latest CUP update as well as some minor bug fixes. This will include pylon loading systems for all NATO helicopters and possibly a "TADS" style system to allow SP pilots to more accurately control the weapon systems on gunships. 6 Share this post Link to post Share on other sites
cplcandybar 12 Posted July 16, 2017 (edited) Nice! The TADS system would be great. Any more luck with jet huds? Any further thoughts on the pylons for the Harrier? No pressure, just curious. Edit: Also maybe I'm just awful but I've been having a really low hit probability with aim-9Ls, don't remember having this issue with let's say FIR's F-16. The locking on process seems a little weird, no tone. WIP? Edited July 16, 2017 by cplcandybar Addition Share this post Link to post Share on other sites
jaghiti 76 Posted July 16, 2017 That is weird they should be the very same 9Ls. I'll look into it. On the Harrier pylons I'll probably just leave them for now until CUP update the model to the pylon system then just update it all in one go. HUDs are under construction bit by bit. I'm hoping to have the AV-8 prototype done once I finish the latest update. 3 Share this post Link to post Share on other sites
ineptaphid 6413 Posted July 16, 2017 22 hours ago, jaghiti said: This will include pylon loading systems for all NATO helicopters and possibly a "TADS" style system to allow SP pilots to more accurately control the weapon systems on gunships. That would be amazing! As an SP player I have always wanted to be able to do more with gunships. Hope it works out :) Share this post Link to post Share on other sites
Jacobs9944 11 Posted July 24, 2017 I have a question. Are you planning on adding the Hellfire AGM 114K from ACE? if not, is there a way i could add them? Thank. Share this post Link to post Share on other sites
jaghiti 76 Posted July 24, 2017 I won't be adding the specific ACE missile since I don't want to add an additional dependency but if you tell me what feature you're interested in I can see about implementing it myself Share this post Link to post Share on other sites
Jacobs9944 11 Posted July 24, 2017 Oh ok, well its just the Hellfire AGM they just added with these opinions. LOBL: Lock-On-Before-Launch, standard top attack. LOAL-DIR: Missile flies with a low altitude until acquiring a laser. LOAL-LOW: Missile immediately gains ~90m altitude. LOAL-HI: Missile immediately gains ~300m altitude. Your mod with the ability to change loadout in mission is something our community has been looking for a long time, it has everything we need except for the Hellfire K version. Share this post Link to post Share on other sites
jaghiti 76 Posted July 24, 2017 Ah, ok I get it now. I'm already overhauling the AGM-114L anyway so I'll certainly look into it. Share this post Link to post Share on other sites
Jacobs9944 11 Posted July 24, 2017 ok thx, great mod btw 1 Share this post Link to post Share on other sites
Hud Dorph 22 Posted July 25, 2017 Thanks for this - nice. Where can i find the server key for this so it can be used on secure servers ? Share this post Link to post Share on other sites
jaghiti 76 Posted July 25, 2017 The package should contain all the .bisign files as does the steam version. As far as I was aware this is all that was needed. I don't deal with the server side of things in our clan so it may be that something else is missing. If there is something else you require or one of the .bisign files is missing let me know. Share this post Link to post Share on other sites
Hud Dorph 22 Posted July 25, 2017 Yes i see all files are signed with a .bisign file, but you need to provide the .bikey that was created the sametime all the files was signed. This unike .bikey must be put in the servers "keys" folder by serveroperators, else players will be kicked from server when they try to join. In other words, if you dont provide the ".bikey" this mod cannot be used in multiplayer on secure servers, so its pretty important. The .bisign files cant be used for anything without the corresponding .bikey. Try read this: http://sickboy-six.blogspot.dk/2011/11/v2-signatures-bisign-and-bikey-what-is.html#!/2011/11/v2-signatures-bisign-and-bikey-what-is.html Share this post Link to post Share on other sites
jaghiti 76 Posted July 25, 2017 Ok, here you go: https://drive.google.com/open?id=0ByNlPemEkj1gQWZHZUlBMEtGNTA Share this post Link to post Share on other sites
Hud Dorph 22 Posted July 26, 2017 Thanks for your efforts jaghiti, guess this will work, but just so you know, normally you will sign the whole "addon dir" so only one .bikey for the whole mod. There will of course be one bisign per pbo, but only one bikey for all the pbo's. Share this post Link to post Share on other sites
jaghiti 76 Posted August 30, 2017 Extension now available to support RHS aircraft for those that use both CUP and RHS: https://forums.bistudio.com/forums/topic/210110-cup-aircraft-aws-enhancement-rhs-extension/ Note this is NOT required if you do not use RHS together with CUP. For users that use RHS separate from CUP there is now an RHS version of this mod available: https://forums.bistudio.com/forums/topic/210111-rhs-aircraft-aws-enhancement/ At present it only supports the A-10 but work is ongoing to include all aircraft. 1 Share this post Link to post Share on other sites
jaghiti 76 Posted November 6, 2017 Been a while but the latest update is now available: Armaholic Page: http://www.armaholic.com/page.php?id=32544 Direct File Download: https://drive.google.com/open?id=0ByNlPemEkj1gQWZHZUlBMEtGNTA Steam Workshop Page: http://steamcommunity.com/sharedfiles/filedetails/?id=940368971 Changelog: V4.1.0 CUP Pylons and LOAC DLC Update: A-10: * Implemented CUP Pylon System AH-1Z: * Implemented CUP Pylon System AH-64: * Removed - Loading Script requires complete rebuild for CUP Pylons AV-8b: * Implemented CUP Pylon System AW-159: * Implemented CUP Pylon System * Added Init Script to correctly animate winglets at mission start depending on weapon selection from editor F-35: * Implemented CUP Pylon System H-6: * Removed - Loading Script requires complete rebuild for CUP Pylons Jets: * Added BIS Cluster Bombs to relevant aircraft * Fixed incorrect bay animations on F/A-181 Wasp * Removed RAH-66 - Loading script requires complete rebuild Ka-50: * Added expanded Kh-25 Missile Family L-39: * Removed - Weapon systems require complete rebuild after removal of co-pilot turret MH-60: * Implemented CUP Pylon System Mi-24: * Tweaked nose wheel ground contact * Removed AT missile pod options for inboard weapon stations to match real loading options Su-25: * Added Expanded Kh-25 Missile Family Su-34: * Added Expanded Kh-25 Missile Family 3 Share this post Link to post Share on other sites
Guest Posted November 6, 2017 Thanks for sending us the newest version :) The Armaholic mirror has been updated with the new version: Arma3 CUP Enhancement v4.1.0 Share this post Link to post Share on other sites
john111 76 Posted November 11, 2017 How do I change the modes of the stuff? Possible to add individual weapons to the Garage or VR-world and then execute code on them? Share this post Link to post Share on other sites
Phantom Hawk 44 Posted November 13, 2017 Anyone know how to change the loadouts in mission? Share this post Link to post Share on other sites
jaghiti 76 Posted November 15, 2017 On 11/11/2017 at 12:24 AM, john1 said: How do I change the modes of the stuff? Possible to add individual weapons to the Garage or VR-world and then execute code on them? Not sure what you mean by modes. The weapons are added either by the pylon system in the editor or by the in-game loadout script On 13/11/2017 at 1:08 PM, Phantom Hawk said: Anyone know how to change the loadouts in mission? You need to either park in a hangar, pull up next to an ammo truck or add Firewills Missile Carrier for Re-arming and pull up next to that. A scroll menu option will then appear to "Open Dialog". That will open the loadout selection menu. Share this post Link to post Share on other sites
john111 76 Posted November 15, 2017 About the Tads system: Can this be made as a Flir camera that we can place at a pre-defined place below the nose and also as a placed on a pylon (on top of this ),added as a item from a weapon box? Using Dynamic Loadout System,we could choose where the Tads will be placed. Hopefully,this can use Kimys Hud and also be operated by pilot and incorporate a serach light . Share this post Link to post Share on other sites
jaghiti 76 Posted November 18, 2017 The TADS camera is created in the config and has a fixed point of origin. If you check out Firewills A-10 you'll see that the litening pod is fixed to a specific pylon. This is so that the TGP camera shows the view from that set location. The same applies here. Sadly we could never select a position for a camera pod then change the viewpoint. As for kimis HUD, I may get around to a separate extension at some point but I already have the RHS extension to think about so it may take some time, sorry. Share this post Link to post Share on other sites