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kibyde

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Posts posted by kibyde


  1. On 8.1.2018 at 11:22 AM, drdetroit said:

     

    Please, do tell!  I've been looking for how to unmute the player for SP and can't find it.

     

    Also, in SP with ACE medical enabled, do the AI actually heal themselves/others?  I've never seem to be able to get the AI medic to heal me, or any of the AI squad, when injured, however, ACE WIKI says AI will heal the player and other injured AI. 

     

    Thanks and good day!

    DrDetroit

     

     

    Under AddOn Options -> ACE Common -> untick "mute player"

    • Like 1

  2. The AFM for the Hind is great. However there are still some issues with the hind models:
    -Pilot has no passive radar, but gunner does (maybe intended but not great for singleplayer)
    -gunner has gunner camera?!
    -toggle internal lights does not work
    -toggle seachlight does nothing (Gunner position)
    -as singleplayer pilot it is not possible to order the gunner "next target". Target selection only works via command menu (2)
    -green crosshair in pilot view does nothing. Is that to indicate where the gunner is aiming at?
    -rare physics bug when sling loading


  3. On 12.9.2017 at 7:06 PM, Chairborne said:

    NAM_M16 is not a classname of ours, so my guess is somewhere the mission is trying to add that classname to the vehicle inventory, but since the weapon doesn't exist in your game version, it spawns an error.

    In the meantime, we're adding PIP mirrors to the Hinds:

    Vbgk32T.jpg

     

    That should really help me to reverse park that beast. Great job! :D

    • Like 1

  4. Can't say why but driving and convoy behaviour was much better in Take on Helicopter. I try to port my missions from TOH to ArmA3 but the driving AI makes some missions impossible. in TOH I would place a convoy of 2x btr-90 + 1x technical in the south of zargabad, give them 1 waypoint to drive to the villa in the nort-east and they would just do that. In ArmA3 same situation is almost impossible to achieve. If I'm lucky 1 vehicle makes it to the villa the other one end up somewhere on the other end of zargabad. Often vehicles simply stop moving although there are no obstacles near.

     

    You can set the convoy to combat behaviour (I do that via the waypoint settings) so the gunners attack targets and keep just the drivers at careless (via init field).


  5. Hi,

     

    when I place vehicles in the editor and give them a waypoint they do all sorts of crazy things but not follow the road to the waypoint. If I group several vehicles in a convoy some don't even start while others go in the wrong directions. Sometime you see vehicles just turning their weels from left to right and back. I tried different behaviour modes, added more and less waypoints etc. but no avail.

    Is there any way to make vehicles in a convoy to not behave totally absurd? Some of the missions and campaign I played don't seem to have this problem but what is the solution?


  6. On 20.7.2017 at 4:58 AM, krycek said:

    I've found some bugs,although most of the AI choppers can't target with their AT missiles  because of BI mess I also found some other things. I made a playlist with all the vids while testing and a small description of the bugs. Stable branch,CBA and only latest CUP 1.9.1 versions used,no other mods.

    The tested vehicle always had AI at max while the target was forced not to fire.

     

     

    I got similar problems with the AI in vehicles. Convoys break up randomly or just don't start at all. It doesn't seem to be a CUP issue because the same happens to me on vanilla vehicles and maps. Oh BIS...


  7. I get this bug as well. After using the backpack button on an AI companion it teleports my player five meters above the ground where he falls down and dies. I really hope you can fix this because your mod is a godsent for the clunky Arma GUI and AI handling.

    I also get the message "GTI is getting slower than you (Code: 1)" Slow down a bit" quite often after a reload.

    • Like 1

  8. 14 hours ago, dragon01 said:

    Actually, it's a bit more complicated. If it's impossible to lock on with a human gunner, then AI should also use manual guidance, unless CUP is doing something weird. AI can use manual guidance, but it used to be somewhat unreliable in my experience, not working at all on vanilla missiles. The patch didn't automatically fix RHS missiles, at the very least, so devs probably need to look into implementing the fix.

     

    In case CUP is doing something weird, it should stop and use whatever manual guidance method Scalpel uses. Scalpel works, I can say that for certain. As long as the gunner is actually looking at the target (generally, it seems that designating a target does ensure that he is), the missile will guide.

     

    13 hours ago, Chairborne said:

    Last i checked our missiles are SACLOS too.

    dragon01 is right. Since the last ArmA3 update the SACLOS missiles on the Mi-24 don't require a lock-on anymore and work as intended. The problem is solved then.

    • Like 2

  9. 27 minutes ago, dragon01 said:

    Hind's missiles shouldn't lock on at all (besides AA ones). All ATGMs it can carry are SACLOS, which means they're manually guided by the gunner. As of recently, this should work (and on Scalpel, it does). You designate a target for the gunner, then launch and just make sure the target is in view, the missile should hit it.

     

    I'm not sure if that's how it works in CUP, but that's how it should work.

    And that's how it works in-game with a human gunner. However the AI has no such ability AFAIK and will also not fire the missile himself. As the pilot you have to command the AI gunner to fire missiles. You assign the AI gunner the target, wait 3 seconds and hope he has finished lock-on when you command to fire. If lock-on was not complete the missile will shoot just straight ahead and will not be guided to the target by the AI after launch. So you need to have some sort of feedback for the lock-on from the AI. The problem is generally with all AI gunners in gunships.

    • Like 2

  10. On 14.5.2017 at 10:22 PM, jonpas said:

    What Alwarren said, however I plan on working on that, to at least make them all AFM-compatible (aka not exploding) in the future, but that might take a while.

     

    Your Mi-24 Hind model (incl. Superhind) AFM is actually very good! I'm working on a campaign around the Hind because it is so versatile. I made most of it in Take on Helicopter and now porting it over to ArmA3. (see some example missions here for anyone that is interested: https://www.youtube.com/channel/UCs0gdbRIvcK3lkPuwbT6Qmg

    Is it possible to add some features to the Hind models in the next CUP release? That would improve and help me with the campaign a lot.

    -Cockpit mirrors (for easier landings)

    -pylon and turret loadout selection (like the new vanilla Arma planes and helis)

    -make passengers seats at the doors be able to use their guns (seat 4, 5, 6 & 7)

    -switchable cockpit instrument lights (atm night missions with NVG googles makes them unreadable because they are too bright)

    -some indication when the AI gunner has completed a target lock-on with missiles (at the moment you can give the AI instructions what to target via the command menu but you don't know when the AI has successfully locked-on) maybe this can be done with a simple picture in picture view of the gunner or a "lock-on tone"?

    • Like 1

  11. Hi,

     

    when I made missions in Take on Helicopter I would do Intros by placing the player unit and then give it waypoints and so on. As soon as I play the intro the player would move in a first person/ third person perspective.

    When I try the same thing in 3den the player is stuck and does not move. Is there anything to make him move?

     

    Another problem I have is that I cannot select and work woth stationary objets like in the Take on Helicopter editor. Buildings, structures etc. had an identifier and could be used in trigger. (e.g. if oil well is destroyed mission fails) In 3den I cannot select any static objet or connect it to triggers. Is it possible to enable that feature?


  12. Hi,

     

    not sure if that is the right thread for my question. Apologies if not.
    I try to change the weapon loadout of the Mi-24D. By adding and removing the relevant class names I can mount the different weapon systems on the pylons which is great. However when I try to add GSh-23 gunpods to the Hind it shoots only the left pod, not the right one. How can I make the gunpods shoot both like in the Superhind versions?

    The gunpods are also not 100% aligned with the pylons when I add them. Is there a fix for that?

    What are the "blank pylon" classes for? (e.g. CUP_2Rnd_pylonblank_M)

    Since the "Jets DLC" will come with customizable loadouts for vehicles will CUP incorporate that as well? This could reduce the amount of duplicated vehicles significantly in the mod.

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