evrik 844 Posted October 3, 2019 Regarding the mirrors, they should have the default BI mirror.rvmat applied to them. It should provide the basic Altis reflection in the exterior LODs to reduce performance impact, whereas in the internal LODs, you get the actual mirror image. I'll take another look though. As for the MaxxPro, I haven't actually changed anything to do with the weapon since release. If it is broken, then it has likely been broken since the initial release and hasn't been reported. I'll have a look at it as well. Finally, it likely isn't an issue to add the MTVR to the Marines as well. Share this post Link to post Share on other sites
UK_Apollo 476 Posted October 3, 2019 I've just been chatting with Evrik discussing the initial bug reports. Unfortunately he has the 'flu so I'll post here on his behalf. The fixes for the Willy Jeep mirror and missing passenger bugs have turned out to be fairly simple. bolo861, you're correct that the M2 feed tray cover axis points are out of position on the MaxxPro. Thanks for the reports, you'll get a patch update when Evrik is feeling better. 1 Share this post Link to post Share on other sites
froggyluv 2136 Posted October 4, 2019 Hi any missions made with these units? Share this post Link to post Share on other sites
bolo861 166 Posted October 4, 2019 12 hours ago, UK_Apollo said: I've just been chatting with Evrik discussing the initial bug reports. Unfortunately he has the 'flu so I'll post here on his behalf. The fixes for the Willy Jeep mirror and missing passenger bugs have turned out to be fairly simple. bolo861, you're correct that the M2 feed tray cover axis points are out of position on the MaxxPro. Thanks for the reports, you'll get a patch update when Evrik is feeling better. Great thanks for the info also best regards and speedy recovery to Evrik. 11 hours ago, froggyluv said: Hi any missions made with these units? When I finish and test with my guys the first two missions of Seven Days to River Rhine series I probably publish it on Steam Workshop to be available for public use. It would require Rosche, Germany map. The subsequent missions will also require Global Mobilization DLC and LEN Cold War Aircraft mod. Share this post Link to post Share on other sites
scimitar 221 Posted October 4, 2019 I'm experiencing a problem using the new factions when playing Hetman War Stories scenarios. The US Cold War factions only show up under the East (Opfor) side when choosing factions. The USSR factions are also on the East side as would be expected. This means that I can't play US vs USSR in HWS scenarios. Also, if I choose the US forces as a faction (playable or as the enemy side) I can't get any of the HWS scenarios that I've tried (Livonia, Weferlingen and Leskovets) to initialize after I hit the "Tell Me a Story" button to start the mission. I always get a message saying that initialization failed, no forces to use. I tried with only the necessary mods that 3CBF requires along with the map/GM files for Weferlingen and Leskovets. When choosing either of the USSR factions as Opfor and a faction other than US forces as Blufor, everything loads just fine and the mission is playable. Other than that, everything looks great so far. Share this post Link to post Share on other sites
Rook Mk1 46 Posted October 4, 2019 The new cold war stuff is really cool, but tbh i'm in favour of splitting it into another pack. The amount of mods I have loaded is already pretty big, so it'd be nice to choose whether I'd want to use the cold war stuff or not at any given time. Though I could see how splitting it up could be bad for others. Share this post Link to post Share on other sites
bolo861 166 Posted October 4, 2019 14 minutes ago, Rook Mk1 said: The new cold war stuff is really cool, but tbh i'm in favour of splitting it into another pack. The amount of mods I have loaded is already pretty big, so it'd be nice to choose whether I'd want to use the cold war stuff or not at any given time. Though I could see how splitting it up could be bad for others. When You split it, it would still require weapons and assets, so You ll end up loading two additional mods instead of one and when You start to separate and double on everything needed, then You ll end up with redundant and double assets, this will result in even bigger clutter in arsenal and editor then right now. In my oppinion it doesn t make sense. Share this post Link to post Share on other sites
evrik 844 Posted October 4, 2019 As bolo861 says, I don't understand how splitting it out would reduce the amount of mods you use? You would still be using 3CB Factions with or without the Cold War additions. If you are talking about size of the mods, rather than the amount, you can remove the Cold War .pbos as the pack is modular. Share this post Link to post Share on other sites
scimitar 221 Posted October 4, 2019 @evrik. Thanks for addressing my bug report on Discord. I'm looking forward to the hotfix. 🙂 1 Share this post Link to post Share on other sites
Rook Mk1 46 Posted October 4, 2019 I meant size sorry. I just thought that making the cold war stuff optional would be nice for people who just wanted to download and load the modern units, or not play with it all the time. But really it was just a suggestion and I don't want to dictate what you do with your pack. It's nice that it's a module though. Share this post Link to post Share on other sites
Bukain 86 Posted October 4, 2019 On 10/3/2019 at 11:15 PM, 3cb said: I'm very pleased to announce version 2.0 of 3CB Factions, which adds 5 new factions: Chernarus Police Department Cold War (Early) Soviet Forces Cold War (Late) Soviet Forces Cold War (Early) US Forces Cold War (Late) US Forces Also included are a host of other fixes and additions: Added ACE Rearm compatibility to all Reammo vehicles Added Finnish Defence Force textures to T-55 and MT-LB Added Increased equipment options in Virtual Arsenal Added M14 Added M151 ‘Mutt’ Jeep to Cold War US and RHS Horizon Island Defence Force Added M16a1, M16a1 Bipod, M16 Commando Carbine Added M60 MG Added M939 truck variants to Cold War US and RHS Horizon Island Defence Force Added Mig 29 to Opfor Takistan Army Added Missing Helmet + Googles UI image to Afghan Border Police Added MTVR truck variants to RHS US Army and Horizon Island Defence Force Added Nomex Coveralls Added Option to disable vehicle texture randomization at mission start, allowing mission makers to select specific textures for vehicles Added Siren option to all Police Ground Vehicles Added Two extra civilian skins to Datsun Added UN Humvees Adjusted armour values on MaxxPro engine Changed Some Ghillie Suit grass colours Fixed Armour values of Opfor Takistan Militia uniform Fixed damage hide issue on Lada trunk Fixed Hilux PKM / GMG gunner proxy in Fire Geometry Fixed Incorrect direction of DSHKM cartridge ejection on T-72 series Fixed Incorrect inheritance for Takistan Army Headgear Fixed Lee Enfield, RPK, and M16 weights Fixed SCUD inheritance bug breaking RHS Scarab launch Fixed T-55 wreck using Takistan Army skin Fixed TKM Blufor not working in ALIVE Orbat Fixed trailing, in Indfor Chernarus Civilian Militia (CCM) Replaced Arma 2 port of BRDM-2 with RHS Version Removed BI weapons / magazines from MaxxPro inventory Removed Empty visual LOD from T-series tank Thank you very much you guys for the customization module, and also for the SVD! You know what, i just started using other mods for M939 and MTVR for rhs HIDF just for couple of days, and this update come up with this! It's like you guys imagining what i was imagining for Horizon island Defense force xD(i also swap their fal out with m16a2+some Russ based weapons like rpg7 and stuffs:)) But why didn't you guys let the Afghan police and Army wear the BDU instead of combat uniform? I saw you done great at texturing rhs bdu for cold war usa. I thought you'll do this in this update. But thx you! 1 Share this post Link to post Share on other sites
dragon01 902 Posted October 5, 2019 Would that be possible to make a version of this mod dependent on RHS dev versions, as opposed to release packs? I'd love to try this pack, but I'm a bit pressed for HD space, and I already use development versions of RHS, but Steam Workshop won't allow to me to download this mod without also downloading the release versions. Share this post Link to post Share on other sites
evrik 844 Posted October 5, 2019 Sorry, no. RHS Dev version is constantly changing as, as the name suggests, it is still under development. I am only going to use the release version of RHS as a dependency otherwise it means constantly having to update as and when RHS make changes to their Dev build. 1 Share this post Link to post Share on other sites
nkenny 1057 Posted October 5, 2019 @dragon01 While testing, I use this mod with Dev build. Works like a charm. Just download the regular one first, and delete, and move back to dev. -k Share this post Link to post Share on other sites
dragon01 902 Posted October 5, 2019 2 hours ago, evrik said: Sorry, no. RHS Dev version is constantly changing as, as the name suggests, it is still under development. I am only going to use the release version of RHS as a dependency otherwise it means constantly having to update as and when RHS make changes to their Dev build. The relevant parts usually aren't. Generally, RHS Dev seems to add things rather than remove them. I didn't mean "ArmA-side" dependency, but rather "Workshop-side", just to allow dev users to use this pack without too much fuss. There's no reason why it wouldn't work and as per the post below, it does. 2 hours ago, nkenny said: While testing, I use this mod with Dev build. Works like a charm. Just download the regular one first, and delete, and move back to dev. I'll see if that works, but I'll have to find a way of preventing it from downloading release in first place. As I said, I need to watch my HD space. Share this post Link to post Share on other sites
GordonWeedman 39 Posted October 5, 2019 Can't you just download anyway, regardless of dependencies? I've never had issues with that. 1 Share this post Link to post Share on other sites
SnakeDocc 72 Posted October 6, 2019 Yes, you can, I do it all the time I forget what it's called but one of the options, when it warns you, is IDGAF do it anyway. 1 Share this post Link to post Share on other sites
simkas 25 Posted October 6, 2019 Could I perhaps get the model and textures for the MUTT jeep model you're using? I'd like to get it into substance painter and try making a more high res texture for it. Share this post Link to post Share on other sites
evrik 844 Posted October 6, 2019 I would love that as well, however the Mutt Jeep is donated to the pack by Vilas, so it is not mine to hand out unfortunately. You'd have to seek permission from him. Share this post Link to post Share on other sites
biggerdave 56 Posted October 6, 2019 I love it! Feeling very warm and fuzzy having jeeps and 5 tons again. Some issues: US cold war faction classes are defined as side=0, instead of side=1. Most factions don't have flags defined (looking at the ingame config viewer, it seems as though they've been ((incorrectly?)) assigned as icons. The 3CB BAF factions have the same problem) There's some alpha sorting(?) issues with the M60 - the infantry version has the bipod legs rendered over the heatshield, and the MUTT-mount heatshield is rendered beneath the entire weapon. Cold war special forces (on both sides and eras) don't seem to be spawning with specialist equipment (toolkits, democharges, etc.) I'm not sure if it's a bug per-say, but it seems odd to me that the M16A2 has a flat-top upper, while the colt carbine doesn't. (I realize this is the most insignificant thing to get peevish over, but I have very strong feelings on the subject of AR15 upper receivers for reasons I rather wouldn't talk about) Share this post Link to post Share on other sites
evrik 844 Posted October 6, 2019 The first issue has been reported and fixed. It will be in the hotfix update. I will investigate the others. Thanks for the feedback. Share this post Link to post Share on other sites
dragon01 902 Posted October 6, 2019 While we're at it, early Soviet forces also seem to be missing the Mi-24D. They seem to be the Afghan-period Soviets, so I would have thought they'd have it. There's a Mi-24D in RHS. Share this post Link to post Share on other sites
bolo861 166 Posted October 7, 2019 16 hours ago, biggerdave said: I'm not sure if it's a bug per-say, but it seems odd to me that the M16A2 has a flat-top upper, while the colt carbine doesn't. (I realize this is the most insignificant thing to get peevish over, but I have very strong feelings on the subject of AR15 upper receivers for reasons I rather wouldn't talk about) I wouldn t be worked up abaut A4 flat top uppers on M16 rifles, after all 3CB guys can only work with 3d models they have access to, this is supposed to be only approximation of cold war era units. Please make note that even Colt carbine isn t period correct because it has modern buffer tube, receiver extension and 4 position modern M4 carbine gen 4 waffle stock, indicating that it s a post 2001 production carbine (or export carbine, or US AIr Force mixmaster one). Regards. Share this post Link to post Share on other sites
Enzio 2 Posted October 30, 2019 Arma 3 patch, new problems. Problem: cannot join to server, getting kicked automatically. Server gives error about pbo files signature. I don't remember exactly was it about some files or all. Hopefully you can address this problem soon, our community would be thankful. Thanks for advance. https://dev.arma3.com/post/spotrep-00091 Specially, Fixed: DSCheckSignature did not always work correctly with v3 signatures 1 Share this post Link to post Share on other sites
GordonWeedman 39 Posted October 30, 2019 12 hours ago, Enzio said: Arma 3 patch, new problems. Problem: cannot join to server, getting kicked automatically. Server gives error about pbo files signature. I don't remember exactly was it about some files or all. Hopefully you can address this problem soon, our community would be thankful. Thanks for advance. https://dev.arma3.com/post/spotrep-00091 Specially, Fixed: DSCheckSignature did not always work correctly with v3 signatures That's an Arma issue, not a mod issue. Share this post Link to post Share on other sites