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On 21.7.2018 at 10:40 AM, stanhope said:

There are multiple SQF scripts out there that make it do this.

If that feature is so easy to implement, why aren't the Devs just finally implementing it? There are tons of people playing CTI who'd love to finally have a working C-RAM.

About 2 months ago I couldn't find a single mod that reliably enabled stated feature.

Plus, having a feature in the vanilla game is always the better way. Most servers run the vanilla game with just a few optional mods that only affect players individually (like sound mods). 

Server which require a set of mods get less frequently visited by random players. The workshop is already extremely helpful compared to back in the days of Operation Flashpoint and Arma 2, but a lot of people still don't like the "hassle" of having to download mods in order to play on a certain server. I know, it's sometimes hard to understand for us hardcore Arma lovers. But it's the reality. Which means, a lot of servers which require a set of mods to be able to play on are stuck with a very limited number of people who regularly play on that server.

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37 minutes ago, pils said:

If that feature is so easy to implement, why aren't the Devs just finally implementing it? There are tons of people playing CTI who'd love to finally have a working C-RAM.

No one said it was easy, also BIS doesn't want scripted solutions in order to not impact the absymal performance even more.

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On 7/16/2018 at 3:33 PM, Ivanoff.N said:

The new AA introduced on DEV branch are not working correctly.

Radar sees enemy targets at 16k - yes. Radar determines what the target is therefore can identify its side - yes.

The AI inside the launcher however does not engage these targets until they fly by and it can physically see them.

So while in theory using the UAV terminal I can do a 16k AA shot, the AI inside the launcher does not engage until the enemy aircraft is within visible range of less than 1km.

Fixed in the next dev-branch update. Thanks everyone for the feedback and notes!

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1 hour ago, heavygunner said:

No one said it was easy, also BIS doesn't want scripted solutions in order to not impact the absymal performance even more.

I know they don't.

So how hard would it be?

Manageable for BIS Devs to implement with a reasonable (not overly massive) amount of work that is justified considering the numerous benefits such a feature would mean?

Compared to implementing all the good looking interior of the destroyer? More or less work?

Because that feature is worth multiple times having a ship with such nice, detailed interior that's static anyway. One rather simple bridge, a hangar and a place to put boats into the water plus a simple a way to spawn at each point would have been sufficient. Just like you can't see crawling crew inside a tank from the driver to the gunner position. Arma isn't really made for firefights inside very narrow structures. So you won't see a whole lot of missions that will utilize all that well made ship interior. But the ships would be awesome in CTI missions - however, only if there is a possibility to defend them against something as simple as mortar fire.

 

___________________________________________________________________________________________________________

 

Oh by the way. Devs, it would be really cool if you could make the ship cannon a bit more realistic. It should have 127mm, get another magazine with armor piercing shells, have a much higher ammunition capacity, a much higher rate of fire and an artillery computer. (A longer barrel that features a hydraulic recoil dampening system would be cool, too.)

For example, the most used ship cannon in the world has all those stated features. It has a rate of fire of 32 round per minute. 

Alright, let's say the ship is American, so they will still use the inferior American made 5 inch (= 127mm as well) gun: Link.

Rate of fire: 20 rounds per minute. Number of different type of projectiles the magazine can store: 9. Total ammunition capacity in the Arleigh-Burke-Class destroyer: 680 rounds.

Mk 45 gun in action

 

Guys, never forget: "Form follows function."

No matter how pretty a new asset is and how cool it may look, if it lacks its real life function/features/properties, it's of no use for a game like Arma 3. (At least it should be as close to its real life counterpart as possible).

Most people who play Arma 3 seek authenticity and realism. Yes, the new destroyer looks awesome. But if you can defeat it with something as simple as a mortar and if its gun has nowhere near the features of a real life naval gun, the shiny new asset will add little to the most crucial aspect of the game: The gameplay.

 

 

(Sorry for all that bitching. I wouldn't complain if this was the first time we get to play with the new assets. But that's not the case. That's actually a release candidate version, so we might end up with a very pretty new asset that however lacks a lot of its real life functionality in the main branch very soon if nobody is bitching.)

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Obviously it's not that easy, since the idea is not new and BIS decided against  it.

 

The ship also wasn't done by BIS and people making 3D models are probably not the ones working on such features anyway.

 

For the artillery gun see here:

 

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11 hours ago, oukej said:

Fixed in the next dev-branch update. Thanks everyone for the feedback and notes!

What was the solution? Does the  vehicles side now get distinguished at longer ranges?If so, will enemies now be shown red on the tactical display? And is it possible to look at increasing locking distance beyond the 16km mark please?

 

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