cartier90 0 Posted July 1, 2009 (edited) Ive been having a lot of fun in the infantry mode of the game but have noticed something a little disconcerting. How is it with 5 k viewing range, I cannot see placed units beyond 1800 m ?. The TOW on the Hummer as well has a range of 1500m , beyond this .......I thought the TOW had a range of 3k IRL. I placed a group of BLUFOR tanks on one end of the runway, OPFOR a few hundred m beyond the other end on a hill, waypoint for OPFOR to travel in my direction, they only pop into view at 1800 !, was OFP like this, cant remember. Just moved view up to 5500, now they are in view at 2200. Surely I dont have to have such a long viewing distance to be able to see units placed halfway out ? Edited July 1, 2009 by cartier90 Share this post Link to post Share on other sites
Akktu 10 Posted July 1, 2009 Check your "object detail" setting in the video options menu. Share this post Link to post Share on other sites
frederf 0 Posted July 2, 2009 In ArmA1 the range you could acquire a laser target in a AV-8B(GBU) was heavily dependent on your view distance setting. At 10,000m VD you could acquire at 3000m but at 6,000m VD you might be limited to 2600m. Try various view distances? Share this post Link to post Share on other sites
cartier90 0 Posted July 2, 2009 Fair one, but 2500m is the max, I have a I7 and do not accept FPS less than 30fps. Just glad to know that other people have the issue. Share this post Link to post Share on other sites
frederf 0 Posted July 2, 2009 I just mean try to set all your graphics to low except 10,000m VD for testing purposes just to see if VD makes a big difference. Share this post Link to post Share on other sites
cartier90 0 Posted July 3, 2009 . ignore. wrong thread. Share this post Link to post Share on other sites
S!fkaIaC 10 Posted July 3, 2009 I just mean try to set all your graphics to low except 10,000m VD for testing purposes just to see if VD makes a big difference. I guess ACE mod members can answer this properly. They did a lot to tune that to realistic behavior. 1st AI way of VD and attack distance and lock/track distance handling is much different then your / human perception. As far as I remember you can make any AI attacking an 10km away target with a pistol if you want, even if the bullet will drop the earth before. Of course the AI VD treatment must enable the AI to spot and track the target before AI can attack. In WGL they managed to simulate a kind of "suppressing fire" by letting AI with 7.62 MG opening the fire on long distance and by attaching to the weapon an ammo type with huge bullet spread. Many people playing the first time WGL were moaning about this "unusual (for OFP)" behavior, but it was reflecting the RL in a nice way: attacking AI of one side was immediatly pinned down before they could come that close that they could use their assault rifles in a efficient way. While pinned down, the snipers had a good target and could do the rest :) All that happend in a distance of 500m+ from the first MG fire position. Also static AT weapons were tuned by WGL/ACE in a way that AI could use them at least in some situations as in RL. Of course those weapons HAD to be used at 1800+ if you want to avoid suizide missions. Share this post Link to post Share on other sites
frederf 0 Posted July 3, 2009 I just played a little sample map where my M240 high command team absolutely refused to recognize and engage an enemy squad in the open 250m away. He had to run around the whooooole area in a flank and didn't open up until he had walked up to about 100m. Most of his team was dead by that point. I tried with default or 1.00 skill and the same thing. The M16ers had less problems like someone forgot to add an extra 0 in the "typical engagement range" attribute or something. TrueAIRange or whatever mod was absolutely brilliant. AI shot and discovered enemy at ranges pretty much equal with what people would do. Half the time the AI would spot the humans first. It was about 50:50. It was great to actually participate in some fire and maneuver where it wasn't so close that it was instakill on contact. Share this post Link to post Share on other sites