petek 62 Posted March 7, 2017 17 minutes ago, dragon01 said: You shouldn't see anything. Glass is opaque in TI. This includes helo cockpit glass. To use TI from a plane or helo, you need an external sensor pod. Ah I see (or don't;-)) I didn't know that! - thanks Dragon01. I assume this means TI wouldn't pick up anyone behind a window in a house etc....... runs off to play around....;-) cheers Share this post Link to post Share on other sites
dragon01 902 Posted March 7, 2017 Of course it wouldn't. In fact, TI is often used in civilian building industry to check for heat leaks. And what's the primary design concern with modern windows? Thermal insulation. Glass is used for windows precisely for the reason that it doesn't conduct heat very well, otherwise it wouldn't be much of an improvement over a plain ol' hole in the wall, wouldn't it? :) Share this post Link to post Share on other sites
Greenfist 1863 Posted March 8, 2017 The latest SITREP says the new interactive tables are on the dev build but I can't even find the new commands in it? Was the whole thing reverted or something? Share this post Link to post Share on other sites
beaar 78 Posted March 8, 2017 24 minutes ago, Greenfist said: The latest SITREP says the new interactive tables are on the dev build but I can't even find the new commands in it? Was the whole thing reverted or something? See https://community.bistudio.com/wiki/DialogControls-ControlsTable Share this post Link to post Share on other sites
Greenfist 1863 Posted March 8, 2017 32 minutes ago, beaar said: See https://community.bistudio.com/wiki/DialogControls-ControlsTable Yeah, that's what I what I was referring to. Can't use or find those ct* commands with supportInfo. I must be missing something obvious. Will double-check. Share this post Link to post Share on other sites
killzone_kid 1329 Posted March 9, 2017 On 3/8/2017 at 6:47 PM, Greenfist said: Yeah, that's what I what I was referring to. Can't use or find those ct* commands with supportInfo. I must be missing something obvious. Will double-check. Check tomorrow, don't think they were enabled 1 Share this post Link to post Share on other sites
Nikoteen 24 Posted March 10, 2017 Hello ! Probably already been discussed, but wouldn't that be great to have the introduction of airburst ammunition finally ? I mean, the increased lethality of such ammo has been the primary reason of the development of 40mm caseless autocannon which notably equips the Marshall (Patria). Share this post Link to post Share on other sites
ZombUncle 0 Posted March 14, 2017 So iam follow this forums the last half year becaus the 64 bit update....and a fix for the 5fps bug.... So only one question.... das any rumors exist when should the 64 stable branch go to stable branch status....? And is the 5fps big fixed in the new release...? Greets Share this post Link to post Share on other sites
ampersand38 344 Posted March 14, 2017 Tweaked: Wipeout sensors correspond with its TGP optics http://imgur.com/a/pkvRQ 3 Share this post Link to post Share on other sites
KoalaDSK 122 Posted March 14, 2017 2 hours ago, ZombUncle said: So iam follow this forums the last half year becaus the 64 bit update....and a fix for the 5fps bug.... So only one question.... das any rumors exist when should the 64 stable branch go to stable branch status....? And is the 5fps big fixed in the new release...? Greets As far as the developers said, the update 1.68 (64-bit included) should go live this week. https://dev.arma3.com/post/sitrep-00188 Share this post Link to post Share on other sites
dunedain 48 Posted March 14, 2017 7 minutes ago, ampersand38 said: Tweaked: Wipeout sensors correspond with its TGP optics http://imgur.com/a/pkvRQ 3 Share this post Link to post Share on other sites
da12thMonkey 1943 Posted March 14, 2017 58 minutes ago, ampersand38 said: Tweaked: Wipeout sensors correspond with its TGP optics This change note actually relates to the sensor display on the right of the images (the "radar" display). The direction indicator cones for the visual and IR sensors now point in the direction that the targetting pod (Ctrl+RClick) is facing relative to the nose of the aircraft, rather than being fixed forward in the display. http://imgur.com/a/apyoA The CCIP HUD indicators (impactPoint) have been available for a while, and got the numeric range indicators (impactDistance) added last week along with the removal of UI crosshairs/cursors that make the HUD overall much nicer. Neophron, Buzzard, Kajman etc. also have CCIP in the HUD with various different graphics 3 Share this post Link to post Share on other sites
jone_kone 158 Posted March 15, 2017 14 hours ago, ampersand38 said: Tweaked: Wipeout sensors correspond with its TGP optics http://imgur.com/a/pkvRQ Oooh myyy... finally. Looks really good. :) Share this post Link to post Share on other sites
reyhard 2082 Posted March 15, 2017 4 hours ago, jone_kone said: Oooh myyy... finally. Looks really good. :) There is also some nice ILS functionality included ;) 4 Share this post Link to post Share on other sites
xxgetbuck123 945 Posted March 15, 2017 19 hours ago, da12thMonkey said: This change note actually relates to the sensor display on the right of the images (the "radar" display). The direction indicator cones for the visual and IR sensors now point in the direction that the targetting pod (Ctrl+RClick) is facing relative to the nose of the aircraft, rather than being fixed forward in the display. http://imgur.com/a/apyoA The CCIP HUD indicators (impactPoint) have been available for a while, and got the numeric range indicators (impactDistance) added last week along with the removal of UI crosshairs/cursors that make the HUD overall much nicer. Neophron, Buzzard, Kajman etc. also have CCIP in the HUD with various different graphics You wouldn't happen to know where I can find like a wiki on that info? I've been watching BI add all this new awesome stuff but can't find any guide on how to implement it for the modder. Share this post Link to post Share on other sites
lex__1 422 Posted March 15, 2017 I am disappointed by changes in starting Titan of AT. There is no way to shoot at the purpose, at small distances. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted March 15, 2017 1 hour ago, xxgetbuck123 said: You wouldn't happen to know where I can find like a wiki on that info? I've been watching BI add all this new awesome stuff but can't find any guide on how to implement it for the modder. The I don't think the all MFD stuff is documented yet. The added source names have been mentioned in the dev changelogs though, so can usually find them in the config when they appear. The impactPoint and impactpointtoview (HMD variant used on the Kajman) got added here already though https://community.bistudio.com/wiki/A3_MFD_config_reference As for the TGP indicators in the sensor display, I believe it's simply that the sensors have been changed to use animDirection="PilotCamera_V"; https://community.bistudio.com/wiki/Arma_3_Sensors With PilotCamera_V being the name of a selection/bone that undergoes animations in the model.cfg with the pilotCameraRotX and pilotCameraRotY animation sources https://community.bistudio.com/wiki/Model_Config#Animation_sources 2 Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted March 15, 2017 Quote Added: UI control for incremental throttle (WIP) <3 Share this post Link to post Share on other sites
dragon01 902 Posted March 15, 2017 4 hours ago, reyhard said: There is also some nice ILS functionality included ;) The new HUD additions are lovely. I see that there are target boxes added, as well. :) I hope that the white "gamey" ones are going to be removed soon. I think that a new AA gunnery piper is all that's missing (and a pitch ladder for Wipeout... please give it that). The best choice would probably be a director sight:http://www.simhq.com/_air9/air_269p.html Here's a (quite verbose) primer on how such a sight works (the previous part concerns a disturbed reticle sights and gunnery with a fixed gunsight, also a good read). Basically, it's CCIP, but instead of following the ground, the impact point is projected on a sphere centered on your aircraft and located at a the distance measured by the radar. It's easy to use, just put the circle on the target and fire. Another option would be LCOSS, the classic "funnel" which ArmA2 aircraft tended to have. It's a bit more complicated and less reliable, but works without a target lock: The reticle assumes target's wingspan to be a given value (which is usually a pretty good approximation for fighters), so for shooting at transport planes, strategic bombers (not that we have any in vanilla game) or helos requires some fudging, but it works. Basically, you try to put the target into sight with its wingtips touching the edges of the funnel. The dots inside the funnel are calibrated and represent certain "round" ranges (exact range values vary depending on aircraft). Basically, the sight is a virtual "tracer line" you can see when shooting the gun, plus a stadiametric rangefinder. Ideally, the guns would get the LCOSS funnel when not locked onto a target, director when locked and strafe piper (a.k.a. CCIP, what we have now) when locked onto a ground target. IRL, you can switch between them at will. The exception would be Wipeout, I don't know if the A-10 has AA gunsight modes at all (it might have something for shooting at helicopters, at least), but it probably could just use the strafe piper all the time. Helos are easy enough to nail even with a fixed sight. 1 Share this post Link to post Share on other sites
darkChozo 133 Posted March 15, 2017 Any word on how the UI incremental throttle works? I took a peek at the latest devbranch build and couldn't figure it out, no new keybinds or anything as far as I could tell. There is a 9999% in the vehicle pane that I don't recall being there before, but it wasn't changing with throttle application or anything. Share this post Link to post Share on other sites
oukej 2910 Posted March 15, 2017 Just now, darkChozo said: Any word on how the UI incremental throttle works? I took a peek at the latest devbranch build and couldn't figure it out, no new keybinds or anything as far as I could tell. There is a 9999% in the vehicle pane that I don't recall being there before, but it wasn't changing with throttle application or anything. Just an unnecessary little silly UI element in the vehicle info with no purpose whatsoever...at this moment :) 5 Share this post Link to post Share on other sites
dragon01 902 Posted March 15, 2017 If you want to have feedback on your throttle setting, try Caesar BTT. On the center MFD, the RPM gauge indicates the current throttle position. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted March 15, 2017 1 hour ago, darkChozo said: Any word on how the UI incremental throttle works? I took a peek at the latest devbranch build and couldn't figure it out, no new keybinds or anything as far as I could tell. There is a 9999% in the vehicle pane that I don't recall being there before, but it wasn't changing with throttle application or anything. It's basically eventually going to work like the throttle does with the Heli AFM, but for fixed wing aircraft. This will make it possible to taxi a runway without shooting between dead stops and 100kph while constantly tapping the accelerate key. Share this post Link to post Share on other sites
teabagginpeople 398 Posted March 15, 2017 5 minutes ago, darksidesixofficial said: It's basically eventually going to work like the throttle does with the Heli AFM, but for fixed wing aircraft. This will make it possible to taxi a runway without shooting between dead stops and 100kph while constantly tapping the accelerate key. You don't sound happy enough with it. Might have to roll back on that idea matey. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted March 15, 2017 22 minutes ago, teabagginpeople said: You don't sound happy enough with it. Might have to roll back on that idea matey. Lol? I don't get your joke. But I am very pleased that proper throttle control is coming. I'm just a little disappointed that no Dynamic Loadout updates have been added since the AH-99. 1 Share this post Link to post Share on other sites