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Field of war [CTI] [SP/MP]

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Ok I released new version where the aircraft loadouts should work better. But please let me know if something still doesn't

 

Also added more explosives to gear menu

 

I haven't yet figured why frontlines sometimes render on the GPS

 

Nor why the laser marker etc disappears from aircraft

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29 minutes ago, gc8 said:

Nor why the laser marker etc disappears from aircraft

Do aircraft have designator batteries in the stored equipment? Maybe it's not showed in the list without batteries?

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2 minutes ago, Aquila (DayZ) said:

Do aircraft have designator batteries in the stored equipment? Maybe it's not showed in the list without batteries?

 

Idk I think it just needs fuel to run

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1 minute ago, Aquila (DayZ) said:

What about gun turrets disappearing from weapon list? Should I check it when I can get to testing?

 

yes please if you can. having a step by step instructions on how to make that happen would be nice

 

 

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ok found the turret disappearing problem now, atleast with kajman

 

fixing...

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Hotfix is up!

 

let me know if there's still problems with loadouts

 

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A really quick test of 0.9.38b.

 

Heli loadouts

OPFOR test:

  • Started on a carrier, bought Mi-48 Kajman with no gunner. Default loadout is the same — turret with 250 ammo of each type, laser marker, 8×Scalpel, 38×Skyfire. Changed the loadout, and got it as requested now with gun and laser marker. Everything seemed ok.
  • Respawned at FOB, got the same heli with gunner. Changed loadout, assigned 1 Sahr and 4 Scapels to gunner, and 1 LOM and 4 Scalpels to pilot. Got everything as assigned. All ok.

BLUFOR test:

  • Started on a carrier, bought AH-99 with no gunner. Default loadout is the same — minigun, laser marker, 4×ASRAAM, 24×DAGR. Changed the loadout to DAGR-ASRAAM-Scalpel on each side, all assigned to gunner. Received everything as requested.
  • Respawned at FOB, got same heli with gunner. Changed the loadout with assign to pilot. Got everything, and gunner had minigun and laser marker. All ok.

Nice work! The problem with heli loadouts seems to be resolved!

 

 

Explosives in the gear menu

There are many explosives indeed now. I noticed two entries for "explosive charge" though. Images are the same. Are these items different in any way?

Also, a big comment about gear menu is still waiting when I have time for careful protocols of what I observed there. Will try over the weekend.

 

Notes

  • Problems with missile locking remain. Enemy shots me down from sky before I even can start locking on AA vehicles. I tried to increase visible distance in game settings, but it didn't help.

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4 hours ago, Aquila (DayZ) said:

There are many explosives indeed now. I noticed two entries for "explosive charge" though. Images are the same. Are these items different in any way?

 

will check

 

4 hours ago, Aquila (DayZ) said:

Problems with missile locking remain. Enemy shots me down from sky before I even can start locking on AA vehicles. I tried to increase visible distance in game settings, but it didn't help.

 

not much I can do about that. maybe they have too high skill or something

 

but realistically thinking AA missiles are deadly to aircrafts

 

thx for your feedback 🙂

 

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2 minutes ago, gc8 said:

but realistically thinking AA missiles are deadly to aircrafts

 

Well, that's a matter of game balance. In original BI missions (showcases for example), attack helicopters can lock on ground vehichels from a distance far enough to have a chance to launch missile and survive. A showcase for Kajman, for example. I'll test it again to see if anything changed since I played it last time.

Maybe there is some forgotten parameter in the mission config for maximum visible distance or something like that?

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well back in arma 2 you could lock to distant targets instantly but in arma 3 the locking seems far more difficult

 

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I'd say it's not difficult, it's quite unreliable. Sometimes clicking R button picks a new target that is highlighted on the radar, and sometimes it doesn't. Sometimes missiles lock on the selected target from a good distance, and sometimes they don't lock even when you're close.

I noticed the lock works better when you fly with view from cockpit, and works worse when you use 3rd person view. Weird. 

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Btw, where the rescued captives from a side mission must be escorted? A captive joins my squad when I come near, but stays there. I tried to send him to the closest town captured by my side, but it didn't work, the captive went there and stayed on the spot.

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3 minutes ago, Aquila (DayZ) said:

Btw, where the rescued captives from a side mission must be escorted? A captive joins my squad when I come near, but stays there. I tried to send him to the closest town captured by my side, but it didn't work, the captive went there and stayed on the spot.

 

to FOB

 

🙂

 

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When a player uses airdrop, he's teleported to passenger cabin of a VTOL. Even if he has a squad of AI soldiers right around, he's still teleported alone.

Have you considered to perform airdrop on all members of player squad that are within certain radius when airdrop was requested?

If I'm on foot and have 5 soldiers with me, why should I fly alone? 🙂

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7 minutes ago, Aquila (DayZ) said:

When a player uses airdrop, he's teleported to passenger cabin of a VTOL. Even if he has a squad of AI soldiers right around, he's still teleported alone.

Have you considered to perform airdrop on all members of player squad that are within certain radius when airdrop was requested?

If I'm on foot and have 5 soldiers with me, why should I fly alone? 🙂

 

good idea!

 

will put on todo list

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I wonder about MLRS and artillery. They have a really big radius of fire — a single MLRS can quickly launch a volley of rockets from an opposite side of an island, that volley can cover entire FOB and devastate it. Isn't it a bit of cheating weapon?

One can discover enemy FOB positions rather easily and wipe FOBs away again and again.

It's good to have artillery support, but that use case feels like something too easy.

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5 minutes ago, Aquila (DayZ) said:

I wonder about MLRS and artillery. They have a really big radius of fire — a single MLRS can quickly launch a volley of rockets from an opposite side of an island, that volley can cover entire FOB and devastate it. Isn't it a bit of cheating weapon?

One can discover enemy FOB positions rather easily and wipe FOBs away again and again.

It's good to have artillery support, but that use case feels like something too easy.

 

that's (again) one of those things I can do little about. I wonder if it's possible to limit their range somehow

 

maybe could make them less effective by not giving them so much ammo

 

 

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On 12/15/2022 at 11:51 AM, Aquila (DayZ) said:

Maybe there is some forgotten parameter in the mission config for maximum visible distance or something like that?

 

Have you seen this list? https://community.bistudio.com/wiki/Arma_3:_Targeting_config_reference

Have any parameters from it been changed in the missions? (maybe changes were inherited from somewhere?)

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2 hours ago, Aquila (DayZ) said:

 

Have you seen this list? https://community.bistudio.com/wiki/Arma_3:_Targeting_config_reference

Have any parameters from it been changed in the missions? (maybe changes were inherited from somewhere?)

 

those are for vehicles mods. haven't touched those

 

other mods might have

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On 12/15/2022 at 5:22 PM, gc8 said:

maybe could make them less effective by not giving them so much ammo

 

Btw, do AI commanders or AI-controlled troops ever use artillery on their own, without human player request?

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29 minutes ago, Aquila (DayZ) said:

 

Btw, do AI commanders or AI-controlled troops ever use artillery on their own, without human player request?

 

yes, the AI com does

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Another suggestion:

Now when player purchases air units on a carrier, they spawn at the same location, in the rear part of the deck. If a player buys a helicopter, and another player tries to buy a plane — the second one will get a message that vehicle spawning is not possible because the space is occupied. But a carrier has special zones for helicopters at the side of the flight deck. I suggest to set heli spawning points there, to enable simultaneous operations of airplanes and helicopters. Also, less helis spawning on the deck main axis would mean less problems for landing planes.

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@Aquila (DayZ) it's a good idea but the idea behind current setup is that you would have free carrier deck for takeoff. with everybody buying their jets at the same time could lead to collisions.

But I still like the idea of multiple carrier spawn positions

 

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That'

4 hours ago, gc8 said:

the idea behind current setup is that you would have free carrier deck for takeoff

That's the whole point I'm trying to make — you can have free deck for airplane takeoff, and still be able to operate helicopters without interference. Current carrier model can support 2-3 heli spawning points to the front from the island, leaving one heli landing site for player helicopters landings — and leave entire main deck for airplanes.

 

Here's the picture of the carrier from https://forums.bohemia.net/forums/topic/205210-uss-freedom-guns/ with my suggestions:

 

https://disk.yandex.ru/i/BCMNlrpcsXXAoQ

 

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