Bobylein 1 Posted August 16, 2013 UAV controls are VERY impressive, I was expecting something a bit more similar to Arma 2 with interact with this, send to waypoint aand done, arrowhead was a pretty good upgrade but this is leagues ahead of that so well done very well done. The only thing missing from it overall is the ability to stabilize the turret on the laser, locking it in place to track and follow otherwise things get a bit twitchy and hard to follow when zoomed in. And that can be very bad if your designator moves off position and causes the missile to miss the target. http://feedback.arma3.com/view.php?id=12853 Share this post Link to post Share on other sites
comp_uter15776 1 Posted August 16, 2013 It's on the TARMAC that leads into the runway, should I just put it on the runway? You can try it. I think people have had success with the taxiway so far, but when I tried it, I used the runway. I have a video uploading now (50%) and in about 40 minutes it'll be done. I'll link you then if you still haven't fixed it and then you should be able to see how I did it. Share this post Link to post Share on other sites
Sniperwolf572 758 Posted August 16, 2013 This should not be possible:1. A robot may not injure a human being or, through inaction, allow a human being to come to harm. 2. A robot must obey the orders given to it by human beings, except where such orders would conflict with the First Law. 3. A robot must protect its own existence as long as such protection does not conflict with the First or Second Law. Your logic why it shouldn't be possible is wrong in case of the unmanned vehicles that are built with the intent to kill. The whole point of the Unmanned Vehicles are to project hurt onto your enemies, which are human. Which means rule 1 is invalid, which means all rules are invalid. If rule 1 was true, mounting weapons on them would be pointless since neither the vehicle itself (Rule 1) or it's operator (Rule 2) could engage anything. :D Unless ... your enemies aren't considered human. :icon_twisted: Share this post Link to post Share on other sites
da12thMonkey 1943 Posted August 16, 2013 This seems to be an issue for both the stomper now and the quadbike. You don't hear the environment when you're in first person and the engine sound's muffled too. It's like you're in a closed vehicle instead of an open one. In the cargo position or the 'driver' and 'gunner' first person view? I could understand this being an issue for the cargo seat but the driver/gunner positions should be totally silent since you're not actually in the vehicle - you're just watching a video feed from cameras mounted on the vehicle. To hear sound in the "crew positions" the vehicle would have to be equipped with microphones as well as cameras in order to enable audio playback at the terminal. AFAIK most remote vehicles don't have audio feeds. Share this post Link to post Share on other sites
chortles 263 Posted August 16, 2013 For what it's worth, UAV terminal control will cause a Greyhawk/Ababil-3 positioned on the runway at Stratis Air Base to move off of the runway onto the taxiway (only to loop around and taxi back onto the runway) instead of simply taking off, even if placed at the southern end of the runway already. Share this post Link to post Share on other sites
Alwarren 2767 Posted August 16, 2013 You can try it. I think people have had success with the taxiway so far, but when I tried it, I used the runway. I have a video uploading now (50%) and in about 40 minutes it'll be done. I'll link you then if you still haven't fixed it and then you should be able to see how I did it. I think planes have always preferred taxiways, even in Arma 2. I once made a mission with a C130 touching down and taking off again, and it taxi'd all the way back to the beginning of the runway to take off again. Share this post Link to post Share on other sites
comp_uter15776 1 Posted August 16, 2013 For what it's worth, UAV terminal control will cause a Greyhawk/Ababil-3 positioned on the runway at Stratis Air Base to move off of the runway onto the taxiway (only to loop around and taxi back onto the runway) instead of simply taking off, even if placed at the southern end of the runway already. Yes, I saw this. I wonder how far back one could place it to just use the runway off the bat though... I think planes have always preferred taxiways, even in Arma 2. I once made a mission with a C130 touching down and taking off again, and it taxi'd all the way back to the beginning of the runway to take off again. Yeah, as above really. That's why if he puts it on the runway, I'm hoping the craft will actually decide to move at all (which he's having problems with) because it'll like the taxiway. Share this post Link to post Share on other sites
chortles 263 Posted August 16, 2013 At the very least, until this is resolved I'd really like some sort of "tutorial"/"tip" function in the Editor when placing down one of them that explains this AI behavior for the benefit of a mission maker who's new to using Arma 3-style fixed-wing UAVs. Share this post Link to post Share on other sites
nodunit 397 Posted August 16, 2013 http://feedback.arma3.com/view.php?id=12853 Funny thing is I was working on a ticket and created it merely 1 minute after that one. Works well if your lasertargeting from the ground whilst the UAV is in its own flight path, you can destroy anything :) i killed a roadsign :) That's great for the ground lasers but doesn't help much for laser designation from air, as its own or as a support link to direct missiles or bombs. Share this post Link to post Share on other sites
Bobylein 1 Posted August 16, 2013 Your logic why it shouldn't be possible is wrong in case of the unmanned vehicles that are built with the intent to kill.The whole point of the Unmanned Vehicles are to project hurt onto your enemies, which are human. Which means rule 1 is invalid, which means all rules are invalid. If rule 1 was true, mounting weapons on them would be pointless since neither the vehicle itself (Rule 1) or it's operator (Rule 2) could engage anything. :D Unless ... your enemies aren't considered human. :icon_twisted: Oh yea the Solarians knew how to do that! also reminds me of Spacestation 13 John Doe: AI state laws AI: 1. A robot may not injure a human being or, through inaction, allow a human being to come to harm. 2. A robot must obey orders given to it by human beings, except where such orders would conflict with the First Law. 3. A robot must protect its own existence as long as such protection does not conflict with the First or Second Law. 4. Only Bob Auer is Human John Doe: Waiiiit whaaat?! Bob Auer: AI, kill him! okay sorry, enough offtopic I would really like to start a feedbacktracker issue for that loiter/bombing dive thing the drones do but right now I can't :/ did anyone else already do it? Share this post Link to post Share on other sites
comp_uter15776 1 Posted August 16, 2013 At the very least, until this is resolved I'd really like some sort of "tutorial"/"tip" function in the Editor when placing down one of them that explains this AI behavior for the benefit of a mission maker who's new to using Arma 3-style fixed-wing UAVs. Mhh... field manual entry/more info button would be a good idea I think. That said, if the rework is fairly simple (although it's AI behaviour so who knows), the time it takes to make players aware of the tip would have been the same time to rectify the problem! :P Share this post Link to post Share on other sites
Mr. Charles 22 Posted August 16, 2013 Unless ... your enemies aren't considered human. :icon_twisted: That was the Nationalsocialistic rationale Share this post Link to post Share on other sites
Alwarren 2767 Posted August 16, 2013 Yeah, as above really. That's why if he puts it on the runway, I'm hoping the craft will actually decide to move at all (which he's having problems with) because it'll like the taxiway. It is possible that the plane prefers a certain direction for take-off (like, against the dominant wind direction). I don't know how well it would handle turning "on-the-spot" if the direction is wrong. Share this post Link to post Share on other sites
Bobylein 1 Posted August 16, 2013 Oh and I really love what the Field Manual says about the UAV Terminals, you can use the enemy drones if you get an enemy UAB Terminal! :D Share this post Link to post Share on other sites
nodunit 397 Posted August 16, 2013 For those having trouble with the greyhawk try this, place drone on tarmac, connect, set waypoint to runway, right click waypoint -type -Move (top option, will be grey) and wait 20 seconds (rpm?) Share this post Link to post Share on other sites
blackjacktom 10 Posted August 16, 2013 A loiter radius option in the UAV control menu would be useful, other than that the menu is very good. Share this post Link to post Share on other sites
ScratcH334 10 Posted August 16, 2013 In the cargo position or the 'driver' and 'gunner' first person view? I could understand this being an issue for the cargo seat but the driver/gunner positions should be totally silent since you're not actually in the vehicle - you're just watching a video feed from cameras mounted on the vehicle. To hear sound in the "crew positions" the vehicle would have to be equipped with microphones as well as cameras in order to enable audio playback at the terminal. AFAIK most remote vehicles don't have audio feeds. I wasn't very clear but I meant the passenger seat on the stomper and both the driver and passenger seat on the quadbike. For example I placed myself at stratis airbase with an empty quadbike and a stomper (unarmed, not empty). Now, when you enter the quadbike (either driver or passenger) or the stomper as passenger, suddenly every noise is gone as if you were in a closed vehicle, like a hunter/ifrit/marid/marshall/... now switch between third and first person and you can clearly hear the difference. Share this post Link to post Share on other sites
HitmanTwoActual 188 Posted August 16, 2013 Okay so I have found that even with me controlling the takeoff, I still cannot move on land. I have to start the UAV as flying in the air just to be able to use it at all. Share this post Link to post Share on other sites
Varanon 892 Posted August 16, 2013 (edited) For what it's worth, UAV terminal control will cause a Greyhawk/Ababil-3 positioned on the runway at Stratis Air Base to move off of the runway onto the taxiway (only to loop around and taxi back onto the runway) instead of simply taking off, even if placed at the southern end of the runway already. Hmm, worked for me... did you mistake the propeller to be the front ;) Edit: Correction: You are right. If you place it inside the runway rectangle, it will try to reach the taxiway. If you place it on the runway outside the runway's rectangle marker, it will take off normally Edited August 16, 2013 by Varanon Share this post Link to post Share on other sites
Tyl3r99 41 Posted August 16, 2013 WOW that is some PIP flickering im getting!!! anyone else get this? its crazy flickering so fast :( hmmm i cant use the UAV's now as i cant see through camaras.. Share this post Link to post Share on other sites
starky396 1 Posted August 16, 2013 I cannot move the aircraft as well. The AI doesn't seem to budge too. Share this post Link to post Share on other sites
Tyl3r99 41 Posted August 16, 2013 will PIP flickering get sorted before final? weve had this problem ever since alpha was born Share this post Link to post Share on other sites
HitmanTwoActual 188 Posted August 16, 2013 Have you guys also noticed how the AI UAV Operator will kill himself with his own Darter? Share this post Link to post Share on other sites
danil-ch 165 Posted August 16, 2013 Added sounds of bodies falling (based on surfaces) Doesn't hear any. Is this really implanted? Share this post Link to post Share on other sites
nodunit 397 Posted August 16, 2013 Have you guys also noticed how the AI UAV Operator will kill himself with his own Darter? I tried, it just blew up in my face and caused no damage..had a bit of a laugh either way heheh, cute little thing, I shall call it the buzzer, or mosquito. Share this post Link to post Share on other sites