evrik 843 Posted November 21, 2020 Confirmed. I will attempt to fix the Y axis speed. Not sure why that is the case. As for the optic, it is due to the old arma 2 model having the Commander's Dshkm pointing forward on the turret. It then rotates with the commander's view, with the IR searchlight (that isn't the commander's optic) at the rear of the turret. It is so when the commander turns out, he turns out onto the Dshkm. If I reversed it, you'd need to turn out onto the searchlight, then use a script to rotate the proxy around onto the gun. Share this post Link to post Share on other sites
AirShark 147 Posted November 21, 2020 1 hour ago, evrik said: Confirmed. I will attempt to fix the Y axis speed. Not sure why that is the case. As for the optic, it is due to the old arma 2 model having the Commander's Dshkm pointing forward on the turret. It then rotates with the commander's view, with the IR searchlight (that isn't the commander's optic) at the rear of the turret. It is so when the commander turns out, he turns out onto the Dshkm. If I reversed it, you'd need to turn out onto the searchlight, then use a script to rotate the proxy around onto the gun. ah yes thats the IR searchlight the commander's optic is below it i think, even though thats how it suppose to be IRL and its better like that so the gunner covers the front and you cover the rear in some situations, also it just creates confusion i really got adapted using the RHS tanks (the T-72B) and they have their DSHKm in the back so idk for me i prefer it that way 😜 Share this post Link to post Share on other sites
evrik 843 Posted November 21, 2020 I don't disagree. It likely should be reversed to be more like RL. It is just the old model has it set up that way, presumably so there was no need for scripts in arma 2 to turn the commander proxy around onto the gun when he turned out. It also meant the AI automatically used the Dshkm as there was no need to use a scroll wheel User Action to swap to the Dshkm, like is done on the RHS version (theirs having the NSV). 1 Share this post Link to post Share on other sites
AirShark 147 Posted December 7, 2020 hello ^ ^ i have found that the crew of the T-55 (commander and gunner) are actually positioned in the hull instead of the turret and that somehow explained why they didnt died each time i hit the turret with HEAT rounds or RPGs here is a picture : https://imgur.com/oCbG7Q0 as for the gunner in the T-72s his position is lower than the commander for some reason which also increase their survivability against shells picture: https://imgur.com/9Fbkj46 edit: even some drivers are bad positioned picture: https://imgur.com/0rl2AA6 Share this post Link to post Share on other sites
evrik 843 Posted December 7, 2020 The old tanks use the proxy positions from arma 2. They are merely ported across into arma 3. I haven't modified any of them in terms of proxy positions as they use the existing animation .rtms. Share this post Link to post Share on other sites
AirShark 147 Posted December 7, 2020 22 minutes ago, evrik said: The old tanks use the proxy positions from arma 2. They are merely ported across into arma 3. I haven't modified any of them in terms of proxy positions as they use the existing animation .rtms. i think that because the penetration system and damage handling was different back than, im unable to kill the crew realistically without completely destroying the tanks. Share this post Link to post Share on other sites
evrik 843 Posted December 7, 2020 Indeed. It would require a complete overhaul of the fire geometry lod etc... Not something I envisage doing any time soon unfortunately. If anyone is interested in having a go, please let me know. It would likely require creating a new geometry from scratch. Share this post Link to post Share on other sites
3cb 476 Posted February 1, 2021 I've very pleased to announce version 4.0.0 of 3CB Factions. This update adds ChDSZ, ChDZZ, and ChDKZ and NAPA factions, a range of small boats as well as improving upon the existing factions and vehicles. CHANGE LOG 4.0.0 Added 2S6M Tunguska AAA Added AK-47N with RHS optics options Added Armoured SUV with no flag to AAF, ADA, TKA factions Added BMD-2 to Cold War Late Soviets Added ChDSZ, ChDZZ, and ChDKZ factions Added Digital 24hr clock to Hilux Added FFV to AAV Commander and Gunner Added Fishing Boat (Armed, Unarmed, and Vehicle in Vehicle variants) Added Four extra cargo seats to AAV Added GAZ-66 trucks Added KrAZ-255B1 trucks Added LAV-25 Added LAV-C2 Added MAZ 543 Scud Launcher to AAF Opfor Added MERDC camouflage options to AAV, LAVs, and M60s Added Missing AAF desert uniforms and helmets Added NAPA faction to all sides Added Operation Red Harvest US insignia patch Added Optional AAF desert skin to AAF Quadbike Added Optional External Kit to M60A3 basket Added Randomized External Kit to AAV, with option to disable via attributes and manual select via Virtual Garage Added RPK-74N with RHS optics options Added Searchlights Added Small Boats Added Tactical Backpack and TFAR radio variants Added T-80 variants to Cold War Late Soviets Added TFAR variants for a number of backpacks Added ZiL-131 trucks Fixed AA units incorrect displaying Strela rather than Igla Fixed AN-2 pylon system Fixed AAF AA unit display name Fixed AAV tracks being visible in cabin while turned out Fixed Bounding Box Positions on all vehicles Fixed cba_a3 magwell compatibility for AK47, FNFAL, G3, HK33, M14, M16, M60, MG3 and RPK Fixed clan logo and clan sign not leaning with motorbikes Fixed Hide Flag animation on BTR-40 and T-34 to allow mission makers to manually hide or unhide Fixed HK33A1 / A2 name correction Fixed M60A3 engine damage rate while submerged Fixed Missing sounds on M60 turret Fixed Multiple .rpt errors Fixed Multiple versions of the BRDM appearing BLU_F, IND_F, OPF_F in Zeus menu Fixed Vodnik PKM rear PKM feedcover not moving with rest of gun Fixed Vodnik Rear Wheels ACE remove / repair issue 11 4 1 Share this post Link to post Share on other sites
divaya 11 Posted February 2, 2021 Incredible update, thank you for the hard work and many hours put into this stuff. I'm over the moon to have an LAV-25 ❤️ 1 Share this post Link to post Share on other sites
autigergrad 2034 Posted February 2, 2021 Great work bud, as always. 1 Share this post Link to post Share on other sites
TheForst4 3 Posted February 2, 2021 very cool update 😍 i love the lav 25 is the version with M240B also planned for the comantate later? Share this post Link to post Share on other sites
evrik 843 Posted February 2, 2021 Depends if I can figure out the articulating arm. Also, given how the engine handles turrets, it will mean the commander's optic range of movement when turned in will be limited to match the gpmg range of movement when turned out. Share this post Link to post Share on other sites
kilo-bravo 84 Posted February 3, 2021 hey evrik i have/was working on a ChDKZ mod myself it is going to have a dependency on this so was wondering if you would like the stuff i did i have about 10 RHS gorka retextures in a ChDKZ style the textures are done by Fingolfin and are used in his Caucasus Insurgency I just mixed them in ChDKZ style he is happy for me to share them with you aswellhttps://steamcommunity.com/sharedfiles/filedetails/?id=2382800013 1 Share this post Link to post Share on other sites
topden 62 Posted February 3, 2021 Please make a pause in the configs between reloading magazines in different stationary machine guns and spg, zu-23, etc. Share this post Link to post Share on other sites
evrik 843 Posted February 3, 2021 @topden I am not clear on what you mean? You want me to slow down how long it takes to reload a static weapon? If so, I basically just use RHS's static weapons for the factions. It might be best to ask them direct as it would automatically apply to the Faction pack. Share this post Link to post Share on other sites
topden 62 Posted February 3, 2021 ok. thanks. next question: http://joxi.ru/p274awPiNjpvJA rpt http://joxi.ru/nAyJv5KHwvNv7r you have broken inherited classes in other boats with a fishing boat config. go to the arsenal and see all boats and see this error. Can you fix it? Share this post Link to post Share on other sites
evrik 843 Posted February 3, 2021 Yes. Already reported and fixed ahead of the hotfix update in a week or two. Just trying to catch as many issues as possible. Here is a list of reported issues I've fixed so far: Fixed 2S6M Tunguska inventory containing BI 2035 equipment and weapons Fixed ChDSZ, ChDZZ, ChDKZ AA / AT unit possessing AK74 magazine Fixed ChDSZ, ChDZZ, ChDKZ Officer starting with no magazine in weapon Fixed Fishing Boats missing from Civilian Factions while in Zeus Fixed Incorrect HitPoint inheritance on Unarmed Fishing Boats Fixed M60 tank barrel depression from -5 to -10 degrees Fixed Naming of 2S6M Tunguska Missiles to 9M311-M1 Fixed Naming of ChDSZ, ChDZZ, ChDKZ Rifleman to AKS-74U Fixed NAPA AA / AT unit possessing AK74 magazine Fixed Russian text on ChDSZ, ChDZZ insignia patches If you spot any more. Please let me know. 🙂 2 Share this post Link to post Share on other sites
topden 62 Posted February 3, 2021 got it. we will wait for updates. thanks for answers. write about bugs here or have special bugtracker? Share this post Link to post Share on other sites
evrik 843 Posted February 3, 2021 You can either PM me on here or just head over to our discord or website and report them there. 1 Share this post Link to post Share on other sites
Synchronized 49 Posted February 3, 2021 Hey guys nice job, you guys always deliver 1 Share this post Link to post Share on other sites
Freghar 73 Posted February 4, 2021 Hello, could you please pack configs and scripting in a separate pbo (like ie. RHS does) that wouldn't be obfuscated using Mikero's tools? We recently had an issue with randomized gear and suspect some of the UK3CB_* functions - looking at them, there are some more things that could conflict with other mods, but we cannot debug the issue when the functions/configs are obfuscated. I'd understand obfuscating assets (models, textures, etc.), even if you can export them un-obfuscated from the game if you know how, but it doesn't really make sense for configs/scripts. Thanks! 1 Share this post Link to post Share on other sites
evrik 843 Posted February 4, 2021 Unlikely. Sorry. 1 Share this post Link to post Share on other sites
kilo-bravo 84 Posted February 4, 2021 Not sure if a bug or intentionally But the radio versions of the Alice pack are way bigger then the normal ones Share this post Link to post Share on other sites
3cb 476 Posted February 16, 2021 I've pleased to announce a hotfix (version 4.0.3) for 3CB Factions CHANGE LOG 4.0.3 Added Gorka uniforms to ChDSZ, ChDZZ, ChDKZ units Fixed 2S6M Tunguska inventory containing BI 2035 equipment and weapons Fixed 2S6M Tunguska not taking engine damage when submerged Fixed ChDSZ, ChDZZ, ChDKZ AA / AT unit possessing AK74 magazine Fixed ChDSZ, ChDZZ, ChDKZ Officer starting with no magazine in the weapon Fixed Fishing Boats missing from Civilian Factions while in Zeus Fixed Fishing Boat causing '/ladder' error in ALIVE Fixed Incorrect Eden Preview image for Takistan DsHKm UAZ Fixed Incorrect HitPoint inheritance on Unarmed Fishing Boats Fixed M60 tank ammo count to more real-life amounts Fixed M60 tank barrel depression from -5 to -10 degrees Fixed Naming of 2S6M Tunguska Missiles to 9M311-M1 Fixed Naming of ChDSZ, ChDZZ, ChDKZ Rifleman to AKS-74U Fixed NAPA AA / AT unit possessing AK74 magazine Fixed NAPA BRDM-2 classname error Fixed Russian text on ChDSZ, ChDZZ insignia patches 3 2 Share this post Link to post Share on other sites
evrik 843 Posted February 16, 2021 Credits updated as well: https://3cbmod.wordpress.com/released-mods/3cb-factions/#credits Share this post Link to post Share on other sites