DarkDruid 96 Posted March 7, 2014 Could you put it in the action menu ( I mean addAction -> AV Camera) ? We could do that, but we wanted to avoid of adding next item in action menu if it is not really necessary. There is a lot of items in action menu already when you have a UAV connected to your Terminal. If you are not able to find a free key for shortcut, you can try to use our preset. Any way to enable\disable this display through a script? No, but this should be added soon. Would it be possible for the camera to stay up while in optics mode? You are not able to see a GPS while in optics, because you are focused on optics and you can't be simply focused on the GPS at the same time. We used the same logic in this case. So no, this is not planned. But feel free to create a Feedback Tracker ticket and discuss this with others. I will assign it to me and in case you have really good arguments, we can reconsider this decision. Share this post Link to post Share on other sites
EricJ 760 Posted March 7, 2014 I was having a quick play with UAVs this morning. I found that when I disconnected the terminal from the UGV I couldn't reconnect to it or any other UAV for my side. Not only that, but the UGV also started to attack me. I am on the stable branch 1.10. Is this a bug or is it just that they don't like me? They don't like you :D. Seriously no it is a bug, and so far 1.12 fixed that issue as I took the Greyhawk for a spin last night since the server issue... never mind... and it flew nicely and didn't decide to start moving after I disconnected and then reconnected to it. Share this post Link to post Share on other sites
204 Kallisto 14 Posted March 8, 2014 We could do that, but we wanted to avoid of adding next item in action menu if it is not really necessary. There is a lot of items in action menu already when it would be very nice if BIS give us an option to remove (or add) entries from the action menu Share this post Link to post Share on other sites
novemberist 2 Posted March 9, 2014 (edited) Would it be possible (and realistic) to make the AV cam available for all squad members and not only the UAV operator? edit. Also, I think the PIP window is much too small, I can barely see anything in it. And it would also be usefull to have a little compass to see which direction the UAV is facing... Edited March 9, 2014 by novemberist Share this post Link to post Share on other sites
DarkDruid 96 Posted March 10, 2014 Would it be possible (and realistic) to make the AV cam available for all squad members and not only the UAV operator? This is already a part of our analysis, but engine implementation of this seems more tricky than most of other tasks related to UAVs. We haven't finished evaluation of this feature yet, so I can't promise it at this moment. But I definitely hope that we will be able to implement even this feature. Also, I think the PIP window is much too small, I can barely see anything in it. And it would also be usefull to have a little compass to see which direction the UAV is facing... You can change position and size of the PIP window in Configure > Game > Layout. Share this post Link to post Share on other sites
Gutsnav 13 Posted March 11, 2014 Would it be possible for the UAV turret controller to have manual fire of the missiles? This would make UAVs actually able to kill infantry while flying in a circle at 2000m. Share this post Link to post Share on other sites
clawhammer 10 Posted March 12, 2014 I want more stability in multiplayer matches. Sometimes player cannot connect to drones and if a player that died but is bound to a drone so noone can re-enter it. Share this post Link to post Share on other sites
WhiskeySixx 10 Posted March 13, 2014 When I am using the CAS drone or the regular craft, I usually like to keep them as high as possible... obviously to reduce the chance of being hit my small arms fire BUT!! When I designate a target for a GBU or they approach for a hellfire attack, they get below 200m and expose themselves. Is there a way to make the AI stay at a high altitude while attacking? This would help with their survivability and keep me off of the controls for the UAV. And I am aware of the waypoint settings on the map FYI. Share this post Link to post Share on other sites
benjamin1 10 Posted March 13, 2014 When I am using the CAS drone or the regular craft, I usually like to keep them as high as possible... obviously to reduce the chance of being hit my small arms fire BUT!! When I designate a target for a GBU or they approach for a hellfire attack, they get below 200m and expose themselves. Is there a way to make the AI stay at a high altitude while attacking? This would help with their survivability and keep me off of the controls for the UAV. And I am aware of the waypoint settings on the map FYI. You have a good point there i was about to remark on the same thing, depending on the AO the drone sometimes need to operate from a higher attitude, and some times lower to distract or fly under the angle of sight of AA units. It would be cool if the waypoints in the UAV terminal came with behaviors that influence it's altitude. (maybe hold CTRL + mousewheel to increase or decrease?) Share this post Link to post Share on other sites
John Kozak 14 Posted March 13, 2014 You have a good point there i was about to remark on the same thing, depending on the AO the drone sometimes need to operate from a higher attitude, and some times lower to distract or fly under the angle of sight of AA units. It would be cool if the waypoints in the UAV terminal came with behaviors that influence it's altitude. (maybe hold CTRL + mousewheel to increase or decrease?) Maybe just force it to maintain the set altitude even when attacking? Share this post Link to post Share on other sites
John Kozak 14 Posted March 13, 2014 I would also like to appreciate the new UGV feature, ability to control the movement while using turret view. Thanks for implementing it, now the Stomper is much more useful. Share this post Link to post Share on other sites
blackjacktom 10 Posted March 13, 2014 Could you please add some more altitudes between 500m and 2000m. A greyhawk at 500m can be easily spotted and at 2000m objects are out of the object draw distance. Share this post Link to post Share on other sites
oksman 37 Posted March 13, 2014 I love the new way to control the stomper. I just wish AI could drive my tank just as smoothly, but I guess that's far fetch'd ;) Share this post Link to post Share on other sites
John Kozak 14 Posted March 21, 2014 (edited) Okay, after juggling two Greyhawks and a Darter for an hour singlehandedly, I have a following feedback: Automatic flare deployment is a really great feature, saving a lot of attention slicing. It may be considered OP by some, though. Greyhawk now jerks even more violently in turns. Some way to limit its bank angle is gravely needed, as it's very hard to self-lase now. Other solution may be to increase optics elevation level to approx. +150 degrees. It is a real problem now that the landing can't be aborted. The landing sequence takes more than 3 minutes, and sometimes the UAV is urgently needed elsewhere. In latest stable version, ground-locked UAV optics move slightly with the chassis pitch change. The UAV itself, in turn, tries to follow the vertical movement of the laser. This leads to pitch oscillations when self-lasing. And last but not least - it's practically impossible to drive a UAV out of engagement zone unless manually controlled. The UAV keeps flying over targets it spots, ignoring an order to move elsewhere. This definitely needs to be addressed. Edited March 22, 2014 by DarkWanderer Share this post Link to post Share on other sites
clawhammer 10 Posted March 21, 2014 Today the Greyhawk exploded again on a dedicated server by starting that thing :-( http://feedback.arma3.com/view.php?id=14461 Share this post Link to post Share on other sites
d3nn16 3 Posted April 11, 2014 AVs are broken in 1.16, cannot assign waypoints to them (http://feedback.arma3.com/view.php?id=18379) Share this post Link to post Share on other sites
St. Jimmy 272 Posted April 13, 2014 (edited) When you set the height it should be set on the sea or the waypoint level so the UAV doesn't try to climb or anything when there are some hills or something else. That ruins lasering because when the UAV tries to climb up or down the turret doesn't remain stable. If you set the UAV loiter above a ground the laser is pretty much useless because of this. On the sea, no problem because it's flat. Edited April 13, 2014 by St. Jimmy Share this post Link to post Share on other sites
miklin 1 Posted April 16, 2014 (edited) Unlike the Greyhawk (air support, bombardment), Stomper/Saif RCWS action can’t be ordered via support module; artillery only for ground support. The Support module should have added UAV to it. Especially while using the darter on laser target designation it would come in handy to be able to set the way point for Stomper support directly, Greyhawk works fine with the darter single handed. It would make the vehicle as realistically autonomous as intended and be a helpful addition to the way point placement in the UVA terminal map. Bug: I can synchronize the Stomper/Saif to the support (supply) module and request them via action menu, but once in range the UAV eject the supply box on a paraglide, make a 50 ft pop in the air and both, box and UAV are on fire. Probably colliding with the helicopter setting of the module. Basically, extending the support module for all UVA’s should manage the issue. Edited April 17, 2014 by Miklin Share this post Link to post Share on other sites
clawhammer 10 Posted April 22, 2014 (edited) UAV exploded again today just by connecting on our dedicated Server :-((( Errorlogs in the ticket: http://feedback.arma3.com/view.php?id=14461 Edited April 22, 2014 by Clawhammer Share this post Link to post Share on other sites
ceeeb 147 Posted April 23, 2014 A nice option would be the ability to turn off ground textures off in the UAV terminal (allow contours to be seen), or to inherit the normal map's texture on/off state. Share this post Link to post Share on other sites
Variable 322 Posted April 23, 2014 A nice option would be the ability to turn off ground textures off in the UAV terminal (allow contours to be seen), or to inherit the normal map's texture on/off state. I join this request. Share this post Link to post Share on other sites
arziben 23 Posted April 23, 2014 (edited) the ability to share the feed in group/side channels ? (possibly allow access across several UAV terminals with the first to connect having control and the next having only feed and/or control to the gunner position) Edit: nevermind, both issues have already been discussed, sorry about that. Edited April 23, 2014 by arziben Share this post Link to post Share on other sites
Flax 397 Posted April 25, 2014 I had a quick search through the thread and couldn't find it but for the UGV's and Darter can we not have the ability to set it to follow the UAV controller unit (or even any unit visible on map) at a certain distance. It would also be great to be able to lock the camera to a unit (like the in-game camera script) and not just a position. This way you could have a Darter following your squad with the camera always tracking the squad. This coupled with the use of the new "camera view without console" would be awesome allowing you to easily keep track of what is going on around the squad. On the other hand - pair this follow function with the UGV and you have a extra gear transport and moveable cover. Share this post Link to post Share on other sites
vantyto 10 Posted April 25, 2014 i think, if UGV has joystick inside, and you are able to enter that "vehicle", it may be realistic, and usefull when you may be able to control UGV directly. because if person hold stick, and can control just by terminal (if player have it) is weird. + more space in that (for 2 or more persons) (i hope nobody suggest it already, because i just made quick searching) Share this post Link to post Share on other sites
baddazs 10 Posted April 25, 2014 I had a quick search through the thread and couldn't find it but for the UGV's and Darter can we not have the ability to set it to follow the UAV controller unit (or even any unit visible on map) at a certain distance. It would also be great to be able to lock the camera to a unit (like the in-game camera script) and not just a position. This way you could have a Darter following your squad with the camera always tracking the squad. This coupled with the use of the new "camera view without console" would be awesome allowing you to easily keep track of what is going on around the squad. On the other hand - pair this follow function with the UGV and you have a extra gear transport and moveable cover. I strongly agree with this. Would be awesome if we could also have the UGV's follow an operator. The unarmed one to operate as a mule for extra gear and the armed one to operate as a fire support element. Additionally, as others have mentioned, greater variety of UAVs would be great. How about an EOD bot that could disarm mines? How about a Remotly (or automatically) operated AA launcher? Just some ideas! Oh and please fix the PIP flickering Share this post Link to post Share on other sites