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53 minutes ago, mickeymen said:

-snip-

 

Smoke as countermeasures are a bit tricky. This is from my personal experience, and not proven facts.

The smoke wall itself provides no cover against missiles, you can easily test that in the editor by firing a missile at a vehicle that is already covered by smoke.

Instead they work similar to flares, even if you have directional smoke and fire the smoke into the opposite direction, the missile will still be blocked.

That why they also require similar timings, as flares do  in jets. I would recommend to use smoke at ~800m from the missile (similar distance the AI triggers it at)

 

35 minutes ago, scavenjer said:

You're supposed to move after popping the smoke.... it only blocks visual and thermal, it doesn't block solid missiles.

The missile will stay on it's path, so if you don't move... you'll still get hit.

 

This is not correct, even if you don't move the missile will often miss. Though moving increases the chance for it to miss :)

Also the smoke does not really block sensors well, as you can often still get a lock through it. Its more like an optical decoration.

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New AT launchers have some bug with rockets on high distance of fly. On distance over 2+ km rocket change random direction from target.

 

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5 hours ago, scavenjer said:

It's sunday, I think tomorrow you might get an answer, did you see wether it was the armed or unarmed version?

 

Because they changed the total ammo capacity on the Gorgon and other APCs, so it wouldn't surprise me if they reduced the carrying capacity for other items.

I think that doesn't matter, because apparently they reduced the storage capacity for all (or almost all) vehicle types - I tested that with various other vehicles (MRAP, various Truck types) in Eden Editor and their storage capacity was massively reduced.

 

It may be more realistic now, but the cargo capacity is UNBEARABLY low... BI, please do something! :down:

 

At least, add an option (for the next game/platform update) to use the old storage system, if needed... 

 

T.S.O.M. 

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6 minutes ago, silenttikeus said:

New AT launchers have some bug with rockets on high distance of fly. On distance over 2+ km rocket change random direction from target.

Euh, that's because the Vorona has a maximum guidance range of 2KM, I've already proposed that they could increase it a little.

It's working as intended now though.

 

 

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Already accidentally unloaded as incapacitated 3 times now in just a few minutes.

 

This was expected, and reported 3 times over the past 9 weeks, to bury the "Unload Incapacitated" option on the scroll wheel to lower priority than the default actions. Its a 2 minute fix to change the priority number to a negative number.

 

1. Inactive

2. Incompentent

3. Indolent

 

which one?

 

 

7B482B57DB6AA8B1AE1E9DA10B85692DD0B9E1AD

 

BA619AE6C1055791E3C400B4C2917381637B8350

 

Co8E2eR.jpg

 

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6 hours ago, fn_Quiksilver said:

Already accidentally unloaded as incapacitated 3 times now in just a few minutes.

 

This was expected, and reported 3 times over the past 9 weeks, to bury the "Unload Incapacitated" option on the scroll wheel to lower priority than the default actions. Its a 2 minute fix to change the priority number to a negative number.

 

1. Inactive

2. Incompentent

3. Indolent

 

which one?

 

4. Indisposed :f:

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@fn_Quiksilver - Before the release, during a data lock (code freeze), only critical fixes and crash fixes get through. No matter how small and safe a fix could be, This one simply has not been deemed as critical.
Don't feed the trolls ;)

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29 minutes ago, Electricleash said:

 

4. Indisposed :f:

5. Logistical issues.

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11 hours ago, scavenjer said:

You're supposed to move after popping the smoke.... it only blocks visual and thermal, it doesn't block solid missiles.

The missile will stay on it's path, so if you don't move... you'll still get hit.

 

 

Hmm. Still  I did not notice what you were saying. 

Several times I conducted a special experiments.

I put in the editor against himself BTR-Kamysh and after alert  of incoming missile I let out smoke and I try move and move from current posion, however I still got a missile hit. However my experience is not great, I will try again

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(Reposted Question so it doesnt get missed out)

 

Ive been trying to trigger the ERA armor (reactive armor) in the front of the rhino UP by shooting heat rocketson them but for some reason it just wont go off. It works on the angara, the t100 and on the slammers. But atleased i havnt been able to trigger it on the rhino UP. Tested With HE and Heat with no luck. Please tell me if its a bug or im doing something wrong.

 

Would really appreciate an answer

 

Best regards 

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28 minutes ago, mickeymen said:

 

Hmm. Still  I did not notice what you were saying. 

Several times I conducted a special experiments.

I put in the editor against himself BTR-Kamysh and after alert  of incoming missile I let out smoke and I try move and move from current posion, however I still got a missile hit. However my experience is not great, I will try again

 

I experienced with the scalpel missile that when the lock gets broken by smoke the missile switches back to manual guidance. So if the gunner still points the turret onto the target the missile will still hit. Should be the same with all manual guided missiles.

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7 minutes ago, the_one_and_only_Venator said:

 

I experienced with the scalpel missile that when the lock gets broken by smoke the missile switches back to manual guidance. So if the gunner still points the turret onto the target the missile will still hit. Should be the same with all manual guided missiles.

^this, I've noticed the same when dealing with AI, completely forgot about that.

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40 minutes ago, the_one_and_only_Venator said:

 

I experienced with the scalpel missile that when the lock gets broken by smoke the missile switches back to manual guidance. So if the gunner still points the turret onto the target the missile will still hit. Should be the same with all manual guided missiles.

This does not seem to me fair, since the gunner (operator of flying missile) should not see the target and continue the self attack.

The target is already inside the smoke and for this reason must be invisible

 

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37 minutes ago, mickeymen said:

This does not seem to me fair, since the gunner (operator of flying missile) should not see the target and continue the self attack.

The target is inside the smoke and is invisible

 

Well then you have to move as well...

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@oukej

 

Can I suggest something. Can NATO tank crews wore uniforms with full lenght sleeves, as tank crews should wore clothes that fully protect their bodies.

 

Also tank crews should wore standard infantry ballistic vests or plate carriers, because this is a standard operating procedure, as tank crews need protection both inside and outside vehicle.

 

Example of this is US Army MSS - Mounted Soldier System.

 

 

Could this be done for a next minor patch?

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Asolutely +1 for the changes to the armoured vehicle crew loadouts! I've always hated the bandolier for these units - I was hoping the vehicle crews would get a re-work in Tanks DLC ..... still hopeful ;-)

 

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On 13.03.2018 at 1:22 AM, twistking said:

i promise, this will be the last time i bring this up, but i feel it is such an important yet tiny feature:

 

have you considered adding the possibilty to lock turrets facing forward, or alternatively disable turret stabilization on button press?

there are many ways to make this a fully developed feature, but even a crude implementation without custom UI and aniamtion could be sufficient:

f.e. double left ctrl for >turretlock/stab off< (as in infantry: lower weapon) and left click for >turret unlock/stab on< (as in infantry: raise weapon)

 

this would so much improve every second of non combat maneuvering!!! (no need to constantly pan around the turret to keep it at 12, less complex movement and better awareness for the commander, more realistic looking tanks in cruise mode)

for AI this could simply be bound to alert state (safe - aware).

 

i'll shut up about this now...

still wish about feature

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Can you take a look at the blackfish 105mm ammo. It appears that its a HEAT round with little to no splash range where it should be a HE round with a decent area effect. The other thing I'm noticing is AI won't always obey the loiter direction in the loiter waypoint or if it does after a while it ends up going the opposite direction. 

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BUG i noticed with animations when holding a missile launcher:

  • open inventory
  • remove magazine of your main rifle and drop it on the ground
  • pick the magazine from the ground and put it in your main rifle

your guy will reload the rifle with the left hand (rifle floats in the air), while right hand holds the launcher

No mods.

 

launcherbugmps2c.jpg

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13 hours ago, Damian90 said:

@oukej

 

Can I suggest something. Can NATO tank crews wore uniforms with full lenght sleeves, as tank crews should wore clothes that fully protect their bodies.

 

Also tank crews should wore standard infantry ballistic vests or plate carriers, because this is a standard operating procedure, as tank crews need protection both inside and outside vehicle.

 

Example of this is US Army MSS - Mounted Soldier System.

 

 

Could this be done for a next minor patch?

Vests and Helmets are a no go inside a MBT or IFV for the operating crew. YOu cant get out with that stuff fast enough and none of theat stuff is mande from fire resistant fabric... the tanker equipment is, similar to that of a pilot. Tanker equipment also must be made in a way to prevent any kind of catching on equipment, so no loops, hooks or Molle.

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3 hours ago, Beagle said:

Vests and Helmets are a no go inside a MBT or IFV for the operating crew. YOu cant get out with that stuff fast enough and none of theat stuff is mande from fire resistant fabric... the tanker equipment is, similar to that of a pilot. Tanker equipment also must be made in a way to prevent any kind of catching on equipment, so no loops, hooks or Molle.

 

This is probably why actual tank crews use same ballistic vests as infantry, with the same MOLLE attachements? ;)

 

Sorry to destroy your imagination but I actually seen what kind of equipment modern US tank crews use, when i had opportunity to be inside US Army M1A2SEPv2. ;)

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5 hours ago, Damian90 said:

 

This is probably why actual tank crews use same ballistic vests as infantry, with the same MOLLE attachements? ;)

 

Sorry to destroy your imagination but I actually seen what kind of equipment modern US tank crews use, when i had opportunity to be inside US Army M1A2SEPv2. ;)

Fair enough, but you're talking about the US specifically and the US isn't the standard. (Atleast for Europe)

For example: M1s are usually packed with lots of external equipment stored in the bustle rack, stuff that can catch fire.

That's how several M1s were "destroyed" by RPG fire, the equipment caught fire and it burned most of the tank.

 

German leopard crews are forbidden from storing any equipment on the outside of their tank, they store such things either in externally mounted containers or in their logistics trucks.

 

So a difference in doctrine is quite apparent, though I'm not sure if the Brits do the same.

 

Edit: quoting an Austrian leopard 2 loader "*Vulgar language*. I'm not wearing regualr fatigues in a tank that's got 45°C at times..."

They wear special fire proof uniforms designed to insulate their bodies from cold and heat.

With as few "stuff" on them as possible.

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48 minutes ago, scavenjer said:

Fair enough, but you're talking about the US specifically and the US isn't the standard. (Atleast for Europe)

For example: M1s are usually packed with lots of external equipment stored in the bustle rack, stuff that can catch fire.

That's how several M1s were "destroyed" by RPG fire, the equipment caught fire and it burned most of the tank.

 

German leopard crews are forbidden from storing any equipment on the outside of their tank, they store such things either in externally mounted containers or in their logistics trucks.

 

So a difference in doctrine is quite apparent, though I'm not sure if the Brits do the same.

 

Edit: quoting an Austrian leopard 2 loader "*Vulgar language*. I'm not wearing regualr fatigues in a tank that's got 45°C at times..."

They wear special fire proof uniforms designed to insulate their bodies from cold and heat.

With as few "stuff" on them as possible.

 

US Army changed it's SOP concernig storing equipment outside, now it is also forbidden in combat zones.

 

However tank crews are mandatory to wore body armor.

 

In Europe also armies that have actual combat experience, in combat conditions, have tank and vehicle crews to have body armor, for example British Army. Polish Army also had body armor for AFV crews in Afghanistan. Heck even German army had AFV crews to wore body armor in combat conditions.

 

IDF for example also have mandatory body armor for tank crews, and recently Russians do the same.

 

I think you guys look too much how armies look like during peace time, and not during war time, and it's very different. During my time in the army, we never wore body armor during training, but during war time every single guy in my company would get body armor.

 

And in Arma3, NATO is represented by the US Army in majority of cases.

 

@oukej A question.

 

Will T-140 and T-140K got it's turret locked when driver and commander hatches are open?

 

Will M2A1 and M2A4 Slammer UP got their drivers hatches openable, and if yes, then turret also should be locked when drivers hatch is open.

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14 hours ago, x3kj said:

BUG i noticed with animations when holding a missile launcher:

  • open inventory
  • remove magazine of your main rifle and drop it on the ground
  • pick the magazine from the ground and put it in your main rifle

your guy will reload the rifle with the left hand (rifle floats in the air), while right hand holds the launcher

No mods.

 

 

Also when I play the "pointing finger" animation with my rifle in hand I suddenly hold my pistol in my right hand and point with that. That also came with the new update.

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@Damian90

Body armour is one thing, having any kind of webbing/Molle gear for storing magazines is another.

Yes even the Germans use body armour, but it's more similar to the press vest we have in-game than the stuff normal infantry wears.

 

IIRC there's a couple of programs currently in development in Europe and the US that are trying to make what CSAT uses in-game, some form of temperature regulated Kevlar/plastic/fabric "spacesuit", can't find a lot of info on that though.

 

The Canadians that were using 2A4Ms were complaining about the tanks getting extremely hot, when they switched to 2A6Ms this changed (especially with Barracuda).

Now they do wear full body armour, though still not normal infantry fatigues.

Leopard-2A6M-CAN-Tank.jpg?resize=1080,67

Not an optimal picture, but you can see that he doesn't have some kind of carrier rig (couldn't resist posting a picture of the awesome looking 2A6M :D).

 

I do agree that they should get long sleeves though, especially in hot environments long sleeves are essential.

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