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Everything posted by lifetap
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Yes, we do. We have content in our packs that has been donated by 3rd parties with the proviso that the source is not released.
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It's a known issue that occurs when using some 3D magnified optics on some weapons. The greater the magnification, the further the eye position is from the scope, and the more chance there is that it will be obscured by the backpack or helmet. We have had to remove all the 3D versions of our magnified scopes from our dev build. When we moved to the recently BI standardized magnification values, the clipping issue became unworkable on our 3D versions.
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Hotfix 5.0.1 Added support for legacy versions of the Merlin This fixes the missing patch error experienced when using version 5.0 with an older mission. Temporarily download via DropBox Apologies for the inconvenience.
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Yes we have a roadmap, but don't publish it too far into the future, both so we can react to the player base, and also so we don't disappoint. It's here https://3cbmod.wordpress.com/in-development/timeline/ We're aware of holes in the BAF vehicle arsenal, and are discussing possibilities with Burnes. But that's all after our current projects.
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The servicing menu adds more functionality (especially for the mission designer) and a proper UI
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I'm very pleased to announce Version 5.0 of the BAF Vehicles New to version 5.0 is the AW101 MERLIN HC3, along with a long list of updates to our existing vehicles. Change log for v5.0 (26/5/16) Apache - added MFD field of view matching the FLIR turret zoom level and optics mode toggle - added helmet mounted video feed to match MFD - added BAF crew, if other 3CB mods are present - added Servicing menu for rearm/refuel/repair and retasking - added full reskinning functionality, including decals, through hiddenSelection Textures - added voice warning system - improved Flare/Chaff and IR Jammer operation - fixed ground handling on surfaces such as helipads and the LHD (standard and advanced) - fixed sound bug with M230 chain gun - fixed gun ranging - performance (fps) improvements and minor rpt error fixes Coyote/Jackal - added BAF crew, if other 3CB mods are present - added weapon shake while firing - removed aiming cursor - changed registration plate variable to 'UK3CB_BAF_Vehicles_Land_uniqueID' - performance (fps) improvements Merlin - added new vehicle: Merlin HC3 in 5 variants (18, 24 and 32 seat unarmed, plus 18 seat armed with GPMG-ARD's and CSAR) - see a full feature list on our website Wildcat - added mini-HUD compass/view direction for pilot/copilot - added MFD field of view matching the FLIR turret zoom level - added @ace3 fast roping with FRIES gantry to Transport model - added Servicing menu for rearm/refuel/repair and retasking - added BAF crew, if other 3CB mods are present - reduced sound volume for FFV passengers on the 8 seat variant - added voice warning system - improved Flare/Chaff and IR Jammer operation - fixed main rotor head animation wobble - fixed ground handling on surfaces such as helipads and the LHD (standard and advanced) - fixed texture errors on objects seen through a damaged windscreen - fixed cockpit MFD texture bug seen from certain angles - lowered airframe Centre of Gravity in advanced flight model to match that in standard - performance (fps) improvements and minor rpt error fixes Vehicle Weapons - added: 7.62mm, .50cal and 40mm ammunition is now interchangeable between vehicles (static weapons and small arms will be included in the next BAF Weapons release). - added: 5.56mm and 7.62mm belt-fed weapons can use either 100 or 200 round belts (75 round belts have been removed) - changed: be aware that due to the above ammunition functionality improvements, class names for vehicle ammo have changed from v4
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The L86 has slightly higher muzzle velocity and a lower dispersion than the L85, both are modeled in game.
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The scopes in the current 3CB weapons pack are no compatible with ACE mill dot system. However the functionality has been added to our new pack which is currently in development/testing.
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ASDG JR has been part of CBA since v2.0, so you can remove it.
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@Bezz it sounds as though our loadout script is not being called currently. This usually happens if another mod is incompatible with the CBA event system, and corrupts it. I suggest checking your mod list and making sure they are all compatible with CBA
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Currently, if you have NVG's selected in the map module, the default 3CB NVGs will be added to the player's inventory. Otherwise there are no NVGs. It's only basic functionality, added primarily to allow our mission designers to quickly remove NVGs for TvTs. As Apollo has mentioned, it appears people are interested in alternative ways of using the module, so we'll look at this in a future release. In the meantime, perhaps a chem light on your "loadout spawners" ?
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@khaosmatical, I've added your request to the backlog, but as Evrik says, its unlikely to make it into the next release.
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@autigergrad, place the tripod on the floor, put the mortar tube on your back, and look at the tripod. You should now get the mouse wheel "assemble" option. If this is not the case, can you please let us know
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@Delta1292. The sound issues surfaced after 1.56. We have a fix in testing. There are also several other features on the way. No timescales as yet, as we're assessing how many of the new features we can push into the update.
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Maintainability and reliability. Adding default equipment in the config, then taking away pieces of this in the script to add in the ACE items, is just more difficult to maintain. Not from the coding perspective, but from the huge number of items in the lists and maintaining these. When planning a unit's loadout we take care to place certain items in certain slots (uniforms, vests, backpacks, etc). When switching between vanilla and ACE, its not just the items that change, but also their positioning. I agree, ideally we'd do it all in the config, but we do not have the ability to dynamically bind a mod. So rather than splitting the allocation across two mechanisms we chose to do the allocation within the script. A design decision. We'll no doubt review it again in the future, but it'll not be for a while. There are just too many other higher priority jobs at present.
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There might be a little misunderstanding of these options. Default Gear on Respawn: Yes (No) - Select 'No' to allow other mods or scripts to set unit gear on respawn This affects units on a respawn only, not the initial spawn. Its to avoid conflicts with the death script within other mods eg. ALIVE, etc. Randomise Equipment: Yes (No) - Each unit will have a randomly selected uniform, helmet, vest, backpack and glasses appropriate to it's role This removes gear randomization and uses the default item (the first in the list). However it always applies this 7 seconds after the initial spawn. The reason for this method of initialization is to allow the mod to be used with and without ACE. We have a number of users would do not wish to use ACE, whilst others who wish to have ACE items in their loadouts. Our mission makers have no issue with the 7 second delay. They just apply their loadouts, when required, after this time period.
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The gun on Apache also tracks the target, but you have to select any zoom level, except the first. This was a deliberate design decision, as it avoid the gunner's head from being continually dragged around the cockpit.
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We investigated slaving the gun to head movement. It is possible, but requires a significant amount of scripting to achieve the desired result, as you're fighting against the A3 engine. Currently we do not feel the advantages outweigh the maintenance and reliability issues, for our mod set. But we're always interested in alternative solutions.
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@=7Cav=CPL.Mcnab We are using Kimi's HUD in the Apache, so not sure why you are not seeing it. Which aspect of the Lowlands Apache's targeting system where you requesting us to incorporate?
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@Baconeo, yes please. Can you PM them to me
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@HeroesandvillainsOS, we've not had this reported before, but we'll look into it. Thanks for explaining how to replicate the error
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Eggbeast has kindly offered us, his A2 Landrovers. These have camo netting and various associated scripts. So in the future you may see them on the Jackals.
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@Teromad, the two teams have somewhat different aims. It's my understanding that CUP is largely concerned with porting as much of the A2 content as possible to A3, which provides us all with a fantastic resource. 3CB aims to create high quality mods with a specific focus to the BAF. We prefer to use higher resolution models and textures than those available in A2, whenever possible. That and the somewhat smaller team, means we take longer to get our mods released. Deltagamer, the BAF lead in CUP, is an old friend of ours from 3CB :)
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It's a bit of an edge case. But we'll consider it for the next release. No promises though ....
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Was there a specific reason for this loopdk ? The current loadout attempts to group together related items and also make their placement consistent across different units.