heavygunner 179 Posted March 12, 2018 The AI can shoot a second CSAT-Heavy-AT missile right after the other missile which is still on the way to the target and can actually steer both to the target, which is probably not intended. Share this post Link to post Share on other sites
lex__1 422 Posted March 13, 2018 1 hour ago, heavygunner said: The AI can shoot a second CSAT-Heavy-AT missile right after the other missile which is still on the way to the target and can actually steer both to the target, which is probably not intended. CSAT-Heavy-AT does not need escort, as an independent unit. Share this post Link to post Share on other sites
Strike_NOR 898 Posted March 13, 2018 7 hours ago, heavygunner said: The AI can shoot a second CSAT-Heavy-AT missile right after the other missile which is still on the way to the target and can actually steer both to the target, which is probably not intended. Oooh this is bad for at least two reasons: 1. The missile is very powerful and AI would overkill most targets. 2. The first hit may destroy the target while the second missile is en-route. This is wasting expensive ammo. Maybe force a delay between reloads so that the AI keeps tracking the target until impact has occured (after all it is a manually guided missile). Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted March 13, 2018 new "findIf" command will be in 1.82? also thank you, is a great addition edit: i ask bc the first dev version we have it in is 1.83.144462. presuming tanks dlc is 1.82 1 Share this post Link to post Share on other sites
kremator 1065 Posted March 13, 2018 2 hours ago, Strike_NOR said: Maybe force a delay between reloads so that the AI keeps tracking the target until impact has occured (after all it is a manually guided missile). Putting any delay in may make AI even more useless in certain situations with AT, however not allowing reload until missile is dead is a good compromise. 1 Share this post Link to post Share on other sites
MrStregatto 31 Posted March 13, 2018 It is me, or the Rhino under NATO (the altis one) appear painted green? 1 Share this post Link to post Share on other sites
lexx 1363 Posted March 13, 2018 Since yesterday's update. Probably just a temporary glitch though. 1 Share this post Link to post Share on other sites
R0adki11 3949 Posted March 13, 2018 28 minutes ago, mrstregatto said: It is me, or the Rhino under NATO (the altis one) appear painted green? Remember using the dev branch means things can sometimes change and even sometimes break 1 1 Share this post Link to post Share on other sites
SuicideKing 233 Posted March 13, 2018 3 hours ago, kremator said: Putting any delay in may make AI even more useless in certain situations with AT, however not allowing reload until missile is dead is a good compromise. setting the reloadSpeed sub-skill to 0.1 or something similar is usually a good compromise, but of course it's not engine side. https://community.bistudio.com/wiki/setSkill_array Share this post Link to post Share on other sites
Strike_NOR 898 Posted March 13, 2018 46 minutes ago, SuicideKing said: setting the reloadSpeed sub-skill to 0.1 or something similar is usually a good compromise, but of course it's not engine side. Actually @kremator offered the best solution to the problem I can think of so far, which is to force the AI gunner to postpone reload until the missile is dead (despawned or destroyed). However, a rare situation may arise, where a missile is being fired at a target cresting a height in relation to the gunner. If the missile misses, it will now fly upwards towards the sky. I don't know how long the Vorona will fly before it self-destructs/despawns - but if kremators suggestion is used - then the AI won't reload for the entire lifetime of that missile (which may be awkwardly long). Maybe a if "missile = dead" then reload -> else wait (x amount of seconds) then reload. To ensure the operator will reload at a given delay, no matter what. On a completely different note... I am not sure how AI SACLOS missile guidance is handled in the game. A dev or experienced modder may be able to comment on this - but AI could very well be "cheating" with SACLOS missiles in form of a compromise "lock on" version. In other words, human players use manual SACLOS, while AI use an emulated version that actually uses Lock-On guidance (Otherwise, how would the AI be able to track a target while reloading the launcher as @heavygunner first stated?). Just a thought :) 2 Share this post Link to post Share on other sites
Hoang Phan 3 Posted March 13, 2018 Not sure if it's the fog or if it's been mentioned elsewhere but I'm getting better performance according to FRAPS. Not massive but up from 42 fps at the start of the helo showcase (standing still at beginning) to 47-48. Feels smoother in general and getting higher numbers everywhere. Good stuff Bohemia - keep it up. 3 Share this post Link to post Share on other sites
lex__1 422 Posted March 13, 2018 Some effect in the field of the optical sight of the Rhino MGS UP. When CSAT-Heavy-AT is used, the effect is played - flickering of a set of objects in the field of the optical sight. The presence of the effect is caused by the operation of the PIP window of the video camera of the rocket. When the PIP window of the video camera of the rocket is turned off, there is no flickering effect. Possible cause - I have Arma3DEV on HDD, who can check this effect, who has Arma3DEV on SSD? 2 Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted March 13, 2018 1 hour ago, Strike_NOR said: Actually @kremator offered the best solution to the problem I can think of so far, which is to force the AI gunner to postpone reload until the missile is dead (despawned or destroyed). However, a rare situation may arise, where a missile is being fired at a target cresting a height in relation to the gunner. If the missile misses, it will now fly upwards towards the sky. I don't know how long the Vorona will fly before it self-destructs/despawns - but if kremators suggestion is used - then the AI won't reload for the entire lifetime of that missile (which may be awkwardly long). Maybe a if "missile = dead" then reload -> else wait (x amount of seconds) then reload. To ensure the operator will reload at a given delay, no matter what. On a completely different note... I am not sure how AI SACLOS missile guidance is handled in the game. A dev or experienced modder may be able to comment on this - but AI could very well be "cheating" with SACLOS missiles in form of a compromise "lock on" version. In other words, human players use manual SACLOS, while AI use an emulated version that actually uses Lock-On guidance (Otherwise, how would the AI be able to track a target while reloading the launcher as @heavygunner first stated?). Just a thought :) AI do indeed have bypass for rockets they have lock-on ability with things like RPG. its just how they aim. they definitely need it for the new toy, else it will surely be non-functional in the hands of a bot, whether its guided or not is another story. IMO if the unit is alive it should be guided to target with usual aiming error, but if unit is dead it stops guidance and flies straight or something erratic. 1 Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted March 13, 2018 16 hours ago, sirPecka said: AFAIK you can press left alt with your soldiers selected and your default action will change from move there to look there. Lol what? If that’s the case this is the most hidden and worst explained keybinding in history. You are a true hero! 2 Share this post Link to post Share on other sites
Beagle 684 Posted March 13, 2018 1 minute ago, HeroesandvillainsOS said: Lol what? If that’s the case this is the most hidden and worst explained keybinding in history. You are a true hero! well, it's in the game since Armed Assault. 3 Share this post Link to post Share on other sites
HaseDesTodes 62 Posted March 13, 2018 25 minutes ago, lex__1 said: Some effect in the field of the optical sight of the Rhino MGS UP. When CSAT-Heavy-AT is used, the effect is played - flickering of a set of objects in the field of the optical sight. The presence of the effect is caused by the operation of the PIP window of the video camera of the rocket. When the PIP window of the video camera of the rocket is turned off, there is no flickering effect. Possible cause - I have Arma3DEV on HDD, who can check this effect, who has Arma3DEV on SSD? same here. i have it on ssd. 1 Share this post Link to post Share on other sites
Beagle 684 Posted March 13, 2018 1 hour ago, Strike_NOR said: Actually @kremator offered the best solution to the problem I can think of so far, which is to force the AI gunner to postpone reload until the missile is dead (despawned or destroyed). However, a rare situation may arise, where a missile is being fired at a target cresting a height in relation to the gunner. If the missile misses, it will now fly upwards towards the sky. I don't know how long the Vorona will fly before it self-destructs/despawns - but if kremators suggestion is used - then the AI won't reload for the entire lifetime of that missile (which may be awkwardly long). Maybe a if "missile = dead" then reload -> else wait (x amount of seconds) then reload. To ensure the operator will reload at a given delay, no matter what. On a completely different note... I am not sure how AI SACLOS missile guidance is handled in the game. A dev or experienced modder may be able to comment on this - but AI could very well be "cheating" with SACLOS missiles in form of a compromise "lock on" version. In other words, human players use manual SACLOS, while AI use an emulated version that actually uses Lock-On guidance (Otherwise, how would the AI be able to track a target while reloading the launcher as @heavygunner first stated?). Just a thought :) Another issue and a solution at hand it that the current reload time for all launchers is 4 seconds. And that' even too fast for a RPG type. Preparing a guided missile lancher for the next shot should take much longer. Im not implying real time handling of attaching the CLU to another launcher tube etc. But it should tale significantly longer for Players and AI and that would in turn solve the problem about single unit missile spam from both sources.... Player and AI (a unit with bergen backpack holds 5 Titan AT missiles and 1 AP) 4 Share this post Link to post Share on other sites
R3vo 2654 Posted March 13, 2018 Any chance to see new voice acting when switching ammuntion time of the main tank cannon? Right now the character always says "Cannon", though it would be nice if it would say "HE-T", "APFSD" and so on. 2 Share this post Link to post Share on other sites
pr9inichek 133 Posted March 13, 2018 We need Official DEV Test Server for this "Vanguard" TDM multiplayer mode 3 Share this post Link to post Share on other sites
Wiki 1558 Posted March 13, 2018 I ain't in dev branch. Does anyone have a video of the new showcase or campaign? I don't mind the spoilers. Thx Share this post Link to post Share on other sites
zukov 490 Posted March 13, 2018 suggestion to the DEVS if you add the commander section in vanguard mode to SC 32+2 control edessa and remove the zeus section (and some modifications) you have a perfect Conquest mode BF2 style........ 1 Share this post Link to post Share on other sites
lexx 1363 Posted March 13, 2018 Just finished the campaign and showcase. Didn't experienced any bugs. It's no Laws of War, but pretty much about what I expected. I feel like there is one mission between 1 and 2 missing, though. Something to tie it all a bit more together. Not sure how to explain it... the jump in time is too big, imo. Too much weight on the second part, not enough weight on the introduction. I liked the element of deserters. It makes sense and adds more depth to the general lore. I just feel like it could have been "explored" a tiny bit more. That "missing mission" I mentioned. I don't think it is necessarily bad, but mission 3 is the weakest in my opinion. It shows exactly how A3 vehicle ai excels... in pure, stupid, brute force. One lemming at a time... This isn't a tank battle, this is a meat grinder. What makes this worse is that it's me (my tank) vs. everyone else. I guess adding a second or third tank to the players group would have been too chaotic, huh? (wink, wink) Same a bit with the showcase, tho as the player is primarily in a natural defense position, it doesn't convey the same feeling. It's better, even though the concept is quite similar. Hey, at least you got to use the fancy toys like laser guided ammo. All in all, it's good fun, but nothing exactly ground breaking. For a DLC with that price tag and the other content, I'm pretty cool with it. 1 Share this post Link to post Share on other sites
Alwarren 2767 Posted March 13, 2018 Just finished the first mission of the campaign, and while I didn't see any gamebreaker, I noticed an error message 23:08:42 Error scriptdone: Type String, expected Script 23:08:42 Error in expression <scriptDone _call02 > Repeated several thousand times. Looks like this is a trigger condition maybe. It happens Spoiler ... when I was moving to the town to clear it of the deserters. I wasn't playing without addons, so this might be a false alarm (I had JSRS loaded). I'll retry without. Share this post Link to post Share on other sites
kecske 46 Posted March 13, 2018 Tiny visual bug with both Angara variants: Turned on headlight and taillight textures are either missing or not configured to be emissive. Share this post Link to post Share on other sites