Contact

For feedback, bug reports or any other inquiries please use the email provided in the documentation as this is the fastest way to get my attention (maybe). 😉
I will not reply to questions like “When CWR comes to ArmA3” or “When xxx Army comes as Expansion” etc etc. I don’t care about ArmA3 and I have no time nor interest to add any new Expansions – except I want to have them by myself.

Comments are disabled everywhere on this page, except here. So please use this page for comments if you want to. Please note that all comments must be approved manually, so don’t wonder if your comment never appears or only weeks after. 🙂
I read all the comments and bug reports, and add them to my list of stuff to do. If it can be fixed – it will be fixed. If not, well then not.

Important: When reporting an issue here, please give an email that actually works!
Recently I tried to get back to several people with questions or giving them a fixed addon file for testing and all the emails came back because the account doesn’t exist.

Seriously, what the eff? If you are not willing to establish contact with me, why on earth you bother to report problems then?

Finally, I prefer bug reports sent by email. This is faster and I can get back to you if there are questions. It’s also easier to share a preview Addon with you for testing.

45 comments

  • Danny3101Ger on April 5, 2019 at 19:15 said:

    Hello to the team

    Cold War Rearmed 2 is a great expansion.
    But there are some things which are some people probably miss.
    In the west german army expansion pack are the Gebirgsjaeger or Mountain Infantry missing.
    It would be great when you can develope them.
    Their soldiers include Officers wear the so called Mountain Cap which looks similar to the famous M43 Field Cap.
    You could develope a script fo the west german army expansion which change the berrets to M43 Caps in Field grey for the most ground troops like the Jaeger or infantry, Panzergrenadiere or Mechanized Infantry, Feldjaeger (the german military police) and in black for the battle tank and tank destroyer crews.
    And you could put some World War 2 weapons for the guerilla fractions in the packs like the American Thompson submachinegun models (M1928A1 with handcover and foregrip and 20 and 30 round boxmagazine and 50 rounds drum magazine and M1 and M1A1), the british STEN-Gun (in MK II MK III and MK V) and the soviet or russian Shpagin PPSH 41 with 35 round curve magazine and 71 round drum magazine and Sudayev PPS 43 and the Mosin-Nagant M1891/31 as a sniper rifle.
    At the M3A1 SMG I recognized a mistake that the magazines are in the secondary ammo slots and not i the primary’s even though the M3A1 is a primary weapon. That should be corrected.
    At the Pilots of all fractions should be two kind of pilots for Rotary Wing (Helicopters) and Fixed Wing (Airplanes) and the fixed wing pilots for combat airplanes shoult have oxygen masks and the pilots for cargo planes should have headsets. That looks more realistic.
    And the new weapons should be listed in the the lists but i think the lists will become updated.

    Greets from a German CWR2 Fan

    • W0lle on April 5, 2019 at 21:15 said:

      Sounds all good – if I would have as much time as I had before. And if there would be a Mod team like before.
      But CWR² is a one man army now, and with luck I find enough time to fix what needs to be fixed and what else must be done. So no way there will be any chance to add anything like Gebirgsjäger or fixed wing pilots. The latter simply because it’s nothing than eye-candy.
      All the new stuff that has been added will make it to the documentation. However, sometimes I just forget about it. In which case it’s just fine to remember me on that again. 🙂

      The M3A1 magazine issue has been fixed, the weapon classnames have been updated.

      • W0lle on September 4, 2019 at 22:47 said:

        Hi,

        Our Webmaster told me some weeks ago that he’s plannning to upgrade the Hardware where the sites are hosted on. Eventually that’s the reason why the site is down.
        But I’ll forward your message to him when I get a chance. 🙂

  • Danny3101Ger on April 6, 2019 at 01:11 said:

    There are some things which i have fogotten.
    At the M16 Rifles you could add the M16A1 and M16A2 with and without the M203 with cross-hair-scope and red-dot-sight and the MP5 in versions MP5A2 with fixed buttstock and with semi- and full-auto firemode and MP5A3 with retractable buttstock and the versions SD2 and SD3 which are the silenced version of A2 and A3.
    The FAL in version 50-00 with fixed buttstock which looks similar to the british L1A1 rifle and the austrian StG58 Assault Rifle and in version 50-64 with foldable buttstock.
    And the combat Aircrafts should have air-to air-missiles too.

  • RSnicker on April 9, 2019 at 19:21 said:

    Greetz W0lle and a big THANK YOU!!
    Found some issues/bugs:
    A) Air-to-Ground missiles are slowly loading and getting ready to fire again after one missile is fired, like someone is manually loading them in midair

    B) AI should be not that trigger happy with heavy AT like CarlGustav, AT-4 and M47 (armored vehicles should have priority over a single soldier)

    C) M47Dragon needs a straight launch because AI still can’t figure out the proper aimpoint/trajectory of those “downdipping after launch” rockets/missiles

    D)Please(!) no handguns/pistols (or SigPi, HK69) for AI – they are still unable to switch back to their primary weapon aka rifle, gamebreaker by BIS needs a global “AI NoHandguns” workaround script/addon/module 🙁

    E)
    in some Expansion weapon crates are missing (light) machineguns and marksman rifles
    in some Expansion launcher crates are missing AT/AA launchers
    in some Expansion Weapon + Ammo + Special Weapon crates the M203s and GP25s are misplaced – there are no rifles for it
    Special Weapon crates could have some NVGs, Laserdesignators and other items

    F) FN FALO (LMG) has no “auto/full” fire mode

    G) MBT sound/visual fx are a bit too low when they explode and secondaries (ammo) aswell, (AI) Crew should die and not jump out with no or low damage – catastrophic kill should be deadly.

    H) while flying I get something like “error something with _lemmiter variable not defined or unknown”

    I) Glass on some cockpit gauges and HUD is “shiny-blinding” should be clear with special fx

    J) BulletSoundFX are too loud and reverb-y kinda like in a big building/cave not in open terrain, Bradleys autocannon impact sounds sound more like a natural (rain)thunder.

    Guess there are always some things to tweak and Hot-Fix – One (issue) Down, Two (more bugs) in command – Its Armaaaaaaaaa…. Don’t Worry, Be Happy 😉

    • W0lle on April 9, 2019 at 21:27 said:

      Hi

      Thanks for your feedback, exactly what is needed to improve this fine Mod even more! Have added these points to my list and will see what can be done! 🙂

      Re. D: Most units should not carry pistols anymore for exactly that reason. Unfortunately, the Bohemians never bothered to fix that.
      Re. F: Will be fixed in v1.61 of the Expansion
      Re. G: Not sure if that’s fixable in a Mod or hardcoded by the glorious engine.
      Re. H: Never experienced that error in all the years, but will see if I can find out what that is about.

  • Danny3101Ger on April 9, 2019 at 20:22 said:

    Which file must be replaced to fix that bug with the M3A1?
    In the weapons list the M3A1 is is not included.

    • W0lle on April 9, 2019 at 21:29 said:

      None. Because I have not yet released the fix. And I have no idea when my busy life will allow that. So just live with that for as long as it takes.
      Same goes for the documentation. It will be updated if and when I have time for that.

  • angus on April 12, 2019 at 22:25 said:

    First of all thank you for the update, it’s great to play this game again. I wanted to point out that the m16 in burst fire mode only plays a single gunshot sound.

    • W0lle on April 13, 2019 at 20:59 said:

      And it’s great to see that so many people still playing this Mod. 🙂

      M16 burst sound and various other weapon issues are fixed, but I wait with the update some more time to see if more issues are popping up.

  • Danny3101Ger on April 20, 2019 at 22:30 said:

    I’ve found another mistake at the west german army expansion
    At the Paratroopers you’ve forgotten the G3A4/HK79.
    And I have some some suggestions what you could also do.
    For the ammo of the under-barrel grenadelaunchers you could try to make a belt with a capacity of 12 rounds and a vest with with a capacity of 24 rounds which occupies four ammo slots so an unit has more grenadelauncher ammo than only eight grenades. At the times of OFP Ballistic Addon Studios has made those things at the JAM Addon. And the UZI submachinegun has magazines with capacities of 25 rounds and 32 rounds and not 30 rounds like the MP5. The Long Range Recons (the specops) of the West German Army should also have the MP5A2 and A3 and also the British SAS. Maybe that should be corrected.

    • W0lle on April 21, 2019 at 02:02 said:

      As I told you before at least once:
      I have no more time to add any more stuff to the Mod. And the west german army expansion has already more units and vehicles than any other expansion. I will not turn this into another BW Mod.
      The G3A4/HK79 is not forgotten. I simply have no time nor interest to sit down for hours just to add another weapon.
      What BAS did in the OPF days is also completely irrelevant here.
      You want the LRRs with MP5s? addWeapon / addMagazine is your friend. 😉

      Once again, just so you get this: I work on this giant Mod all alone. And I have a day job that takes most of my day. This version already took more time than I had planned to invest and it’s still not complete. I will add nothing to CWR² anymore, not even a weapon or magazine.

      Oh and realism is the very last thing I don’t care about. I know very well how many rounds fit in a Uzi magazine, yet I decided that the Uzi in CWR² has 30 rounds. Deal with it. 🙂

  • GiovanniT on April 30, 2019 at 16:16 said:

    Hello W0lle,
    – the Italian PM12+PM12SD 9mm are less effective (damaging) then the other 9mm SMG’s – maybe too much Fugazzi in ammocfg? Just try the Cleansweep2 mission and see how much ammo/shots needed to kill units. The PM12SD has an Aimpoint issue – kinda off center (bullet impact) 😉

    – AI in MBT’s need better/higher targeting + precision, now the AI APC’s (with autocannon) will win 10/10.

    – as commander of Leo’s and other german vehicles you are stuck in view if you close the hatch, that brakes proper commanding of the AI crew and other group members. Try some missions with BW vehicles and with non-BW tanks/APC and see how good/bad commanding in combat is. Solution would be to get all the commanders position the same freedom of (sight/view/camera)movement.

    – please, have an option for no and/or limited sonic crack sounds and delete them from all SD weapons/ammo.

    Will you make some “last match” playing your own missions and change the random weather parameters to a less foggy and/or dark setting? Or is it already too late “Flasche leer” Ciao and best wishes B-)

    • W0lle on May 4, 2019 at 02:22 said:

      Hi,

      Thanks for your feedback, guess there will problems for the rest of my life with this Mod. 🙂

      I definitely can fix the PM12 ammo issue as it’s fairly easy. The aimpoint problem I must see if I can get rid of it.

      Will have a look at the commander position issue as well.

      The retarted AI is always a problem, on foot, in tanks and especially in planes and helicopters. What will you do, they’re morons. 🙂

      You’re the second complaining about the sonic crack sounds, but nothing has changed here between 1.5 and 1.6. I *eventually* will change something at some point. But I can’t make any promises as I’m already busy with real life stuff.

  • BehindThatotherTree on May 10, 2019 at 18:26 said:

    Hey W0lle, thanks for all CWR2 updates, upgrades and workarounds!!! 🙂

    Flying with the PAH Bo105 – its missing the pilot/copilot interaction eg assigning targets or skipping to the next important one eg Tank or Shilka instead of UAZ. Just thinking – would it be possible for you to copy&paste KA-52 controls (pilot-gunner actions) into the PAH105- kinda “dirty” but if it works…. 😉

    The Luchs has some issues with AI driving (guess AI is confused about the capabilities/system) and shooting (they should fire from max range and dont try to drive close to enemy APC’s and MBT’s). But its really nice to have this german recon vehicle and not (ab)using LAV-25.

    Hope you have enough time to enjoy CWR2 too and not getting grumpy and salty about BIS implementation and QA skills *cough* *cough* cough*

    • W0lle on May 11, 2019 at 12:33 said:

      Hi,

      The PAH issue someone reported already and I eventually fixed it. I just want to give the BW Expansion some more time before I update it.
      I’ll look at the Luchs but he’s using the same gun and its parameters as the Marder. The AI driving… well it’s the ArmA AI – they will never learn to drive properly.

      Nope, definitely won’t get grumpy about the Bohemians. Well not anymore at least. I just ignore them whenever possible, makes life more easy. 😉

  • LT_MWG on May 11, 2019 at 18:13 said:

    First of all my thanks for this MOD and all related additions. I’ve been a fan for quite some time and really still enjoy Arma2 thanks to all your effort.

    I’ve just install the v1.6 CWR including the Weapon 1.61. There seems to be an issue with XMS ammo, when using this weapon the accompanying ammo is note recognized. I’m also seeing a “No entry ‘bin\config.bin/CFgMagazines.***’.” when playing Oden’s Superpowers on Everon. Could this be related? (or any user error on my part when installing the 1.6 MOD?). I also get a other note when starting Superpowers “You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. cwr2_bmp2′. Thanks again for all the effort!

    • W0lle on May 12, 2019 at 02:10 said:

      Hi,

      Can’t see any problem here with the XMS and its magazines. Just checked the Rifleman (XMS) and he carries six 5.56 magazines for it.
      But I will have a look at the M4/XMS configuration again later to be sure I haven’t screwed up something, somewhere.

      Installation is pretty easy. You extract all v1.6 rar files into your ArmA2 installation. Then you do the same with the 1.61 weapons and overwrite all files when asked for.

      Will grab Superpowers later and see by myself.

    • W0lle on May 17, 2019 at 11:07 said:

      “I also get a other note when starting Superpowers “You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. cwr2_bmp2′.”

      I downloaded Oden’s Superpowers and too get this bmp2 error. Seems to be a common problem with older missions when vehicles are spawned or otherwise used in scripts which are case sensitive. Because the class name for the BMP-2 is “cwr2_BMP2”.
      So, no problem with the Mod itself but a mission that needs to be fixed or updated.

      On the XMS: I placed a Ranger Medic in the editor and he has 8 5.56×45 Magazines. I will have a look at that particular weapon config again, but it should accept both CWR² and default ArmA2 magazines.
      Everyone with this XMS problem: Please send me the mission (if any) where you experience this problem by email so I can have a look, thanks.

  • Danny3101Ger on May 11, 2019 at 21:08 said:

    Hello
    I have to report another mistake.
    Some vehicles like the BTR and BRDM are in the wrong category.
    They’re in the Category Cars but they’re armored vehicles. Somehow the AI can’t recognize them as armored vehicles and so it can’t destroy them with anti-tank-weapons.
    That should be fixed

    • W0lle on May 12, 2019 at 02:04 said:

      Please, stop wasting my time with nonsense bug reports. Really.

      Both BRDM and BTR-60 are defined as Wheeled APCs – which they actually are.

      class Wheeled_APC : Car {};
      class BRDM2_Base : Wheeled_APC {};
      class cwr2_BRDM2_MG : BRDM2_Base
      {

      class cwr2_BTR60 : Wheeled_APC
      {

      Configured exactly the same as in ArmA2. The LAW Gunner besides me just reported it as “Enemy APC”. And destroyed it with his LAW.
      Oh and the BTR-60 is in “Armored”, not in “Cars”. Nothing to be fixed at all.

  • Shamus tyler bob on May 16, 2019 at 15:25 said:

    Sorry don’t mean to bug ya, but yeah I’m also getting the XMS where it doesn’t recognize the 5.56 magazines as it’s ammo. It’s in my inventory, the rifleman XMS from the Men, and the Rangers Radio and Medic XMS as well.

  • ManiacWingCom on May 19, 2019 at 14:25 said:

    Hi, got some strange graphic issues with CWR2 T-55’s – if you destroy this tank there are some artifacts (triangles) around the main gun/drivers hatch. With OA/Takistani T-55 there are no visual destruction issues. Maybe just something in the “destroyed textures/model” misaligned or not connected properly?

    • W0lle on July 7, 2019 at 13:00 said:

      The artifacts are from the tracks but I’m unable to fix the issue. The tracks should be hidden when the tank is destroyed but they are not. Checked the whole model twice and compared with correct models.
      Our T-55 is not based on the BIS one which explains the difference. Sorry but guess this in just another of many small glitches we have to live with in CWR².

  • Ali Karaahmet on May 21, 2019 at 23:18 said:

    he gives me an error says ” AddOn cwr2 requires version 1.62 of application ” … can you help me please

    • W0lle on May 28, 2019 at 13:22 said:

      The Mi-24 has the correct weapons loadout. This Mod is about the original Operation Flashpoint game. And there the Mi-24 (and the Su-25) had the same loadout they have in CWR². Realism doesn’t matter here, and even more not what the Bohemians have on their Wiki. 🙂

  • amber on May 28, 2019 at 18:42 said:

    OK, that makes sense. Another question – ordinary Russian infantry units with desert camo have no helmets – only caps or hats. And that makes them look exactly the same as Spetsnaz guys (in desert camo). So would be possible to change that? So they look like other Russian infantry units. BTW the desert camo is great – just give them helmets please.

  • Batteriefuhrer on June 4, 2019 at 11:03 said:

    On “.rar is damaged and can’t be opened”: had faced the same thing a couple of times, using 7z solved the issue, seems a kind of incompatibility of archive tools versions.

  • Ron on June 9, 2019 at 19:09 said:

    For all CWR2 campaigns and missions (e.g.: The Last war):
    Do we unpack all the required CWR2 expansions and addons into the main @cwr2_v16 mod folder? Or create one separate folder for each expansion and map? (16 mod folders in total for The Last War Mission pack??!) . I tried the first but none of the SP missions loaded and errors came up saying files are deleted (not available)…please help.

  • Paul Linfor on July 3, 2019 at 00:35 said:

    A few of the missions in The Last War have problems with artillery, in that it just will not stop. A prominent example is in Mission 11 where you try to advance on the first town but you can’t because you and your team keep getting killed by friendly artillery because the script that makes it stop never kicks in.

  • Paul Linfor on July 15, 2019 at 06:29 said:

    Got a bug. In some missions British Paratrooper bodies don’t show up and in some Soviet Naval Infantry bodies don’t show up. As in the gear is all there as is the weapon, head, boots but no body.

    • W0lle on July 15, 2019 at 20:13 said:

      Sounds like a problem with a texture assigned to the units using setObjectTexture command. The splendid Engine doesn’t check if the texture really exists, and if it doeesn’t there’s just an invisible body.

      Please provide the mission names, so I can have a look what’s going wrong there. 🙂

  • Paul Linfor on July 15, 2019 at 21:41 said:

    In response to my earlier post.
    One mission is Operation First Round.
    Others are in Sanders Coop pack like Blast Cell and Ambulance Chasers.

  • Paul Linfor on July 15, 2019 at 21:46 said:

    There’s also a few instances where it says it can’t open an object though for the most part it still plays. However with Operation Mercury, it says “Cannot open object cwr2\general\cwr2_buildings\cwr2_stodola.p3d.”

    It also say it can’t open a file for the Lynx choppers in another case. Though like I said, most of these cases it just keeps on playing so I’m not sure why it says it can’t open things.

  • Sabre725 on July 25, 2019 at 15:12 said:

    Tried to download all the new updates and they all say they’re corrupt, or unknown format. FYI

  • Rob on August 31, 2019 at 10:11 said:

    I dont now where to install the cwr_1985.pbo file, so that the campaign starts. Actually its in the arma2 Folder, but when I start Arma2, i cant select the cwr2 campaign…
    Maybe someone can help me…
    Thanks a lot!

  • RuskiThaRussian on October 5, 2019 at 20:36 said:

    Hey! Sorry, this is probably an annoying question by now, but, it seems that I can’t find a guide anywhere on the installation?

    The entire Documentation page seems to be empty for me, so I really don’t know what’s going on. I’m sorry, if I’m just being dumb, but I really don’t know where else to look for anything that can help me install the mods onto my ArmA II.

    Thanks in advance!

  • Grimfist on October 7, 2019 at 17:42 said:

    Hi W0lle,
    I´m returning to the series after a break (7 or 8 years!) and its fantastic your still active and working on this.
    Ive installed the campaigns, missions and base files (no expansions) and am receiving lots of missing textures, cfg error messages and cannot load a mission from where I saved. Not sure if your aware or if its being worked on or Im just missing something, its been a while aha.
    I´m running just ArmA and Operation Arrowhead with your mod.
    Also is there any sort of community still active for OFP, ArmA or ArmA 2 thats not DayZ or “life” mode?
    Thanks, Grimfist.

Leave a Reply

Your email address will not be published. Required fields are marked *