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Community Upgrade Project - CUP

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I understand the realistic speeds, but if you land injured right off the bat, it pretty much breaks the want/ need to do a static line drop. As you have to just bring extra first aid kits or if using ACE medical, extra bandages just to account for the first drop

 

To be fair both the T-10 and T-11 have rates of descent of 24 and 19 feet per second:

https://en.wikipedia.org/wiki/T-10_parachute

In real money that's 26 and 21 kph.
At 15 kph, CUP's parachutes sounds, if anything, 50% too slow.
So, is this is a bug or simply Arma damage system being unrealistically harsh?

 

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Hey guys-I just updated all of my CUP mods today. I see in the changelog it says the M-24 should have a suppressor now? I dont seem to have one in the arsenal. Anyone else have this issue?

 

Can you make a ticket on the tracker? Thanks!

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I understand the realistic speeds, but if you land injured right off the bat, it pretty much breaks the want/ need to do a static line drop. As you have to just bring extra first aid kits or if using ACE medical, extra bandages just to account for the first drop

Precisely.

So do we need to adjust Arma's damage modelling system?

Because, although I appreciate that parachuting is a risky operation, I think that the percentage of jumpers who injure their legs is very low (<1%?).

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I am wondering if you guys have investigated the possibility off replacing buildings ingame with the ones in this thread. https://forums.bistudio.com/topic/171990-wip-buildings-of-russian-village/    (This thread contains SOURCE files, located on page2)

 

They are just existing buildings with interiors. They do however need ALOT of work to meet the CUP standards as they are a few bugs with each building. Maybe an entire re-texture of the insides aswell.

 

Will flesh out alot of Arma 2 maps lacking enterables.

 

 

PHOTO ALBUM (Not all buildings in here 1-2 missing as they need quite abit of work) 

 

http://imgur.com/a/qCIXb

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server has issue  No entry 'bin\config.bin/CfgPatches.cup_terrains'. how to fix?

This is most likely a corrupt download.

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I am wondering if you guys have investigated the possibility off replacing buildings ingame with the ones in this thread. https://forums.bistudio.com/topic/171990-wip-buildings-of-russian-village/    (This thread contains SOURCE files, located on page2)

 

 

Yes, we have those source files and already checked them. While the interior work is good, the buildings are missing our quality criteria and a lot needs to be done before adding them to CUP (for example they have not enough LODs).

 

Also: Wrong Thread. Terrains have their own thread ;)

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Don't know if anyone else is having this issue but I'm getting kicked off my server due to an issue with the "Cup_basedata.pbo" signature not being allow. Everything in the folder is version 1.8.0 except the "Cup_BaseData.pbo" file which is still 1.7.1 in the @CUP_Vehicles folder. It is suppose to be like that when downloaded off of Steam?

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Don't know if anyone else is having this issue but I'm getting kicked off my server due to an issue with the "Cup_basedata.pbo" signature not being allow. Everything in the folder is version 1.8.0 except the "Cup_BaseData.pbo" file which is still 1.7.1 in the @CUP_Vehicles folder. It is suppose to be like that when downloaded off of Steam?

 

There is an issue if you have a CUP_BaseData.pbo in @CUP_Vehicles. That should only be in @CUP_Weapons, and it should definitely be 1.8.0. 

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I tried posting a bug report, but couldn't for the life of me figure out how to post on your tracker.

 

 

The T-10 parachute, if you use any method other than the scroll wheel static line jump method, you end up injured, I think its because you fall at a rate of 15km/h. 

 

Tested with and without ACE, both times just light injuries. 

 

The T-10 depends on the script. It's not the rate of decent; there is a considerable drop from where the parachute considers you "landed" so you fall down and injure yourself. The script takes care of this by allowdamage and playmove.

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There is an issue if you have a CUP_BaseData.pbo in @CUP_Vehicles. That should only be in @CUP_Weapons, and it should definitely be 1.8.0. 

Yup that fixed it thank you.

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I have a problem with the AI helicopter gunships. They won't engage enemy AI properly, sometimes they'll just fly away after a firing a few shots and then just sit there hovering in the opposite direction while the enemy ground AI continually shoots at them with machine guns. I'd usually watch this happen while playing as a civilian. Any ideas? And btw it seems to happen with all choppers, even the vanilla Arma 3 ones, so I'm not sure that is has to do with this mod. However, it did seem to happen after I installed it

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That seems to be an issue with AI in general, not just CUP's.

Try using the allowFleeing command to stop them from flying away from combat.

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I have a problem with the AI helicopter gunships. They won't engage enemy AI properly, sometimes they'll just fly away after a firing a few shots and then just sit there hovering in the opposite direction while the enemy ground AI continually shoots at them with machine guns. I'd usually watch this happen while playing as a civilian. Any ideas? And btw it seems to happen with all choppers, even the vanilla Arma 3 ones, so I'm not sure that is has to do with this mod. However, it did seem to happen after I installed it

Try my script then

https://forums.bistudio.com/topic/198982-devas-helicopter-patrol-release/

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Say I named my unit "unit1", in the init field would I type "unit1 allowfleeing 0"? Again I'm really sorry.

 

Yes :)

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Quick bit of feedback on the LAV-25... the woodland camo textures in the latest version of CUP seem to be a step backwards compared to the old. I have resorted to using Chairborne's separate LAV mod here which looks much nicer in my opinion and seems to fit better with similar woodland vehicles such as the AAV.

 

No offence intended to the creator of the new textures. Just my two penneth.

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