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NonWonderDog

Tank Fire Control Systems

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Outstanding work!

One bug though: Teamswitching to other player controllable T-72(player as a commander) I couldn't lase anymore. Lase, FCS and dump was completely gone from the menu. Did not test this with M1 yet.

In 0.1 version I had lase problem also if I did a save load cycle. Both T-72 and M1.

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Right now this uses init event handlers, which do not fire upon loading a game. I'm want to try to rewrite it to use user actions and lots of animChanged and getIn event handlers instead, but I haven't started the conversion. It's going to require a complete rewrite, but it should work after a save/load and have an imperceptibly smaller performance impact if I can get it to work. I could probably just give the tanks a "Turn on FCS" action and get rid of the init scripts as a stopgap... but that just feels dumb.

My code right now operates under the assumption that "player" will always be the same unit. I didn't even think about it, but I suppose it means that it won't work with teamSwitch. I'll try to fix it.

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thanks a lot it's works now smile_o.gifyay.gif . by the way i have a similar bug like Noose_ITO's bug. when i start commander and switch gunner and use the cannon i have to reload manually the shell by pressing R or by the menu.

Quote[/b] ]One bug though: Teamswitching to other player controllable T-72(player as a commander) I couldn't lase anymore. Lase, FCS and dump was completely gone from the menu. Did not test this with M1 yet.

i've also experienced that bug with the t72 confused_o.gif

PS: i would like to say i really like all your mods (i use all of them biggrin_o.gif . you've done a great work so far smile_o.gif and i encourage you to continue your great (and certainly hard) work in this way notworthy.gifnotworthy.gif

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You're supposed to have the reload the gun manually, so you can actually choose the kind of round you want to fire before you fire it. The problem is that ArmA has crazily decided that the commander is in charge of loading the gun, instead of the gunner. I don't know if there's any way to fix this, but I'm not going to go back to fixed-size magazines.

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This mod rocks! Keep up the good work, i'll be watching for further updates. biggrin_o.gif

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Great Addon. The switching of the field of vision is rather sharp though. I don't know why it changes from partial view to full-size and cycles viewsize again when zooming in/out; but: maybe you could manage to do the transitions more smoothly (or skip it at all?)? Thanks for your work. Keep it up notworthy.gif

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The zoom function is fictional. It does not exist in real life.

There is only 2 different view fields the gunner can switch between, namely 4x and 12x zoom.

(The EMES 15 on the Leopard 2 only has one viewfield on the daysight, namely 12x)

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They're actually 3x and 10x on the M1A1 (It's the M1A2 SEP with the 12x zoom--and I think that can go up to 36x with digital magnification), and it's a fixed 8x on the T-72 (with a unity periscope with an emergency aiming mark mounted above the sight). The T-72's periscope should be fixed in elevation, but I haven't figured out a way to do that yet. Right now it's in because the gunner would have no situational awareness without it, and not because it works correctly. If I figure it out, I'll put periscopes on the M1A1 as well.

Since I can't set discrete zoom levels as far as I can tell, I've just set the two M1A1 fields of view (7.4 degrees and 18 degrees -- these may be inaccurate) to switch when you zoom past 3x magnification. I didn't test it out in a 4:3 resolution, but it looks decent enough on a widescreen monitor.

There's also the issue where 10x zoom is only a 3.6 degree field of view (on a 4:3 monitor) in-game, rather than the 7+ degrees of the real thing. I can't make your monitor any bigger, so it needs a bit of zoom if you want to be able to use the whole field of view.

I could have just put in the 18 degree field of view and left it at that, but anyone using a triple-monitor set up (as if there was even a single person doing so...) would have a huge and unrealistic advantage.

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I could have just put in the 18 degree field of view and left it at that, but anyone using a triple-monitor set up (as if there was even a single person doing so...) would have a huge and unrealistic advantage.

wink_o.gif

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They're actually 3x and 10x on the M1A1 (It's the M1A2 SEP with the 12x zoom--and I think that can go up to 36x with digital magnification), and it's a fixed 8x on the T-72 (with a unity periscope with an emergency aiming mark mounted above the sight). The T-72's periscope should be fixed in elevation, but I haven't figured out a way to do that yet. Right now it's in because the gunner would have no situational awareness without it, and not because it works correctly. If I figure it out, I'll put periscopes on the M1A1 as well.

Since I can't set discrete zoom levels as far as I can tell, I've just set the two M1A1 fields of view (7.4 degrees and 18 degrees -- these may be inaccurate) to switch when you zoom past 3x magnification. I didn't test it out in a 4:3 resolution, but it looks decent enough on a widescreen monitor.

There's also the issue where 10x zoom is only a 3.6 degree field of view (on a 4:3 monitor) in-game, rather than the 7+ degrees of the real thing. I can't make your monitor any bigger, so it needs a bit of zoom if you want to be able to use the whole field of view.

I could have just put in the 18 degree field of view and left it at that, but anyone using a triple-monitor set up (as if there was even a single person doing so...) would have a huge and unrealistic advantage.

Quite frankly, NWD, I think the way you have it- being able to zoom further in and out of a fixed magnification- is about the perfect solution. You can then slide between the appropriate FOV and the appropriate magnification depending on what you need. The optics can then be both the correct FOV and the correct magnification- just not at the same time. It really makes sense- especially using the lower res TV I'm using for a monitor. I have a native res of 1366x768. Being able to zoom in a bit allows me to see the detail I need to, while still having the correctly scaled reticles to shoot with, and the field of view that I should.

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Since the AI T72 can't use the commander MG now, what about making them use the co-axial MG(not the commander gun) on air targets? I'd swear I saw the Abrams do that confused_o.gif

It just bothers me how they do absolutely nothing now when a cobra shows up.

T72's now get annihilated by the M1A1s. I guess this is how it's suppose to be. 4 Abrams can easily handle more than 10 T72s. The T72s seem to struggle to hit anything, I guess it's the slower turret speed. Maybe a bit too weak armour as well?

I do like the way the damage works on tanks now. Much better. Before it was just pathetic how easy it was to disable the Abrams - and blow it up.

I notice you can now see where they are damaged. Damaged parts go darker, kinda like how they used to in OFP. And tracks look 'burned out' when hit. So you can tell when a tank is disabled by looking at it carefully. Pretty good.

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Armor wise that should be ok and realistic as a T-72B and a M1A1 have a huge armor difference ( not even counting the different armor materials ).

Question is if its fun to play that way, asked me the same about our T-64s cause they also stand no chance at the M1 with modern ammo.

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Armor wise that should be ok and realistic as a T-72B and a M1A1 have a huge armor difference ( not even counting the different armor materials ).

Yea true, but it wouldn't be as bad if the T72s could actually hit their targets more. From longer ranges (like 1k) the Humvees and Strykers with TOWs seem to beat them easily because the T72s miss.

Maybe if I turn up their skill it will help, actually didn't consider that until now crazy_o.gif

Still, Abrams tanks have no problem hitting targets at range. Which is probably how it should be for them, their FCS seems very easy to use accurately.

1 hit in the front of a T72 from and Abrams = explosion. I guess that's about right.

1 good hit from a T72 can disable the turret on the Abrams in game, so if they could aim they would stand a chance.

Damn we need a T80 or T90! biggrin_o.gif

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Damn we need a T80 or T90! biggrin_o.gif

Lets see what santa will put under the tree for you this year tounge2.gif

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They're actually 3x and 10x on the M1A1 (It's the M1A2 SEP with the 12x zoom--and I think that can go up to 36x with digital magnification), and it's a fixed 8x on the T-72 (with a unity periscope with an emergency aiming mark mounted above the sight).  The T-72's periscope should be fixed in elevation, but I haven't figured out a way to do that yet.  Right now it's in because the gunner would have no situational awareness without it, and not because it works correctly.  If I figure it out, I'll put periscopes on the M1A1 as well.

Since I can't set discrete zoom levels as far as I can tell, I've just set the two M1A1 fields of view (7.4 degrees and 18 degrees -- these may be inaccurate) to switch when you zoom past 3x magnification.  I didn't test it out in a 4:3 resolution, but it looks decent enough on a widescreen monitor.  

There's also the issue where 10x zoom is only a 3.6 degree field of view (on a 4:3 monitor) in-game, rather than the 7+ degrees of the real thing.  I can't make your monitor any bigger, so it needs a bit of zoom if you want to be able to use the whole field of view.  

I could have just put in the 18 degree field of view and left it at that, but anyone using a triple-monitor set up (as if there was even a single person doing so...) would have a huge and unrealistic advantage.

Fire Control and Surveillance (for M1A1HC)

Gunner's Primary Sight (GPS)

Dual day optics (narrow field 6.2° at 9.5X

of view)

Dual day optics (wide field 16° at 3X

of view)

Close-in surveillance (unit 18° at 1X

field of view)

Sight stabilization Elevation

Nd: Yag laser range finder 200 to 7,980 meters

ranging capability

Commander's Primary Weapon Sight Optical Ext. of GPS

Commander's Weapon Sight 20° at 3X

Commander's Day Vision Periscopes 8 per tank, 360° at 1X

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Ah, thanks. I'd looked, but I hadn't seen those numbers before. I thought the 10x magnification had a wider field of view than that, though. That's only a 60 degree apparent field of view, compared to the 72 degree apparent FOV of the T-72 optics. I guess Russia has always been renowned for their optics, even if their FCS tech lags behind.

That 18 degree close-in surveillance mode makes no sense to me, though. That's like looking through a poster tube at the enemy (zoom all the way out in my mod--that's 1x magnification with an 18 degree field of view).

Actually, none of those numbers make much sense. 59 degree apparent FOV at 9.5x, 48 degree apparent field of view at 3x, and 18 degree apparent field of view at 1x. Usually those numbers are much closer to each other. Anyone here that's actually looked through them? Does the image get noticeably smaller when you switch to a lower magnification?

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How hard would it be to implement your laser rangefinder script and LCD display to my BMD, and would it work in multiplayer? I'm going to try and do some small updates to keep it up to snuff with the other armored vehicles now that your stuff is out.

Also if you have any statistics on the turret rotation/elevation speeds on the BMD/BMP-1 or just solid estimates I'd love to have them.

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first I must say that I'm deeply impressed by your work,

I've allways been a tank fan, and was very disappointed with the vanilla tanks. Your work actually made me use them again.

But I have a question, regarding your tank models, because I've as well allways disliked this 'fresh out of the factory' look, so I wanted to ask you: could you maybe add some backpacks or anything that makes the especially the abrams look more like 'in a combat situation'? I know that your main focus is on config issues, so if you don't want to further edit the models it's ok for me.

anyway, keep up your work, it really brings arma closer to the game we all wanted it to be

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I just copied those figures from some information that I have on USMC M1A1HCs.  I am not sure what to tell you with regard to any disparity that you found with the figures I provided for the optics.  I am home now, so I broke out my copy of Hunnicutt's book on the M1 series to see if these values were given, but unfortunately they are not mentioned when I skimmed through the book.

There is a guy in my clan who used to be a tank company commander, I can try sending him an email about this issue but it may take him a week or so to get back to me.

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Ok, I'm stumped. I'm using a bunch of NWD mods, so I would figure this to work. I tried disabling every mod but this one, in multiplayer. Really, I don't care about the tanks models, as cool as they seem to be. I just can't get the range finder to work. This is one of my favorite mods, as it makes ranging targets for long-distance shots much easier. I can't even get it to work in single player.

I tried a lot of things, including running just this mod, and disabling all others. I'm not having any luck. I would appreciate any help.

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Hi NonWonderDog.

Have you plans to make desert camoes to your new tank's model (or make them compatibles with McNool's raplacement)?

THANKS for your addons!

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I've got trouble with the v0.2: T72 sight doesn't work anymore.

Even at maximum zoom the gunners sight picture is too tiny to make out anything, it's like looking through the wrong end of a telescope.

When I push the backzoom key, the sight view backs straight to the fully unzoomed sight slit, after which the zoom in key doesn't work anymore.

M1A1 sight seems to work as it should, though.

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The mod itself is working flawlessly for me. Thank you, NWD. This is excellent work.

I do still have a question, however. How did you manage to get your tank shells to be visible while in flight? I have the mod installed properly, but this is the one thing that does not match up with the videos you have taken.

What must I do to be able to see my shells in flight? Thanks much.

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If I may-

Brakes, make sure you completely deleted the old version before installing the new one. Sometimes that is the problem.

Also, make sure you have all of the required addons:

Quote[/b] ]

This mod requires the extended init eventhandlers mod! If you use GMJ_SightAdjustment, make sure to use the compatibility patch in the "examples" folder of the extended init eventhandlers mod. Just put it in your @GMJ_SightAdjusment/addons folder.

Syixxs, those tracers are from a mod group called 6thsense, I believe. Search the forum for 6thsense tracers and you'll find them.

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