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mandoble

Mando Missile ArmA for ArmA 2

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Nice video failtolawl, thanks a lot.

A now a little present before next beta:

Eble's F14 in anti-missile role. Enemy will fire three missiles against your fleet, activate the MMA RIO console and try to intercept them with your AIM54s before they cross your defenses (Eble's F14 addon required).

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This mod is downright amazing. That said, here come the parts that don't work for me.

While running ACE2, @mma and @mma_xeh (not quite sure what the latter is fore), the javelins do not work. The AI are deadly with them, but whether I choose Direct or Top attack, the missile zooms off into the sky and explodes far in the distance.

Also, Tunguska-launched stingers, the Ka-52's Vikhr Air, and other vehicle SAMs cannot hit planes properly. They dive at the spot where the plane would be if it was a ground vehicle. Helicopters are targeted properly, but there is a cloud of dust on the ground beneath them as soon as the missile hits.

I'm not sure if this is a glitch, but MANPADS still lock instantly, so you don't need to wait for the locking tone.

And is it right that the Falanga and Ataka Hind ATGMs require the pilot to use the targeting camera? Shouldn't that be the gunner's job?

And does anyone know how to disable the Alt-Tab minimize keystrike for Windows? I would like to be able to turn my head and target things in the Cobra.

And what exactly is the CCI mode in the AV-8? The thing in the example mission when you attack the aircraft carrier.

Is there any way to zoom in the targeting camera except the mouse wheel? I don't have one.

Thanks.

Edited by maturin

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This mod is downright amazing. That said, here come the parts that don't work for me.

While running ACE2, @mma and @mma_xeh (not quite sure what the latter is fore), the javelins do not work. The AI are deadly with them, but whether I choose Direct or Top attack, the missile zooms off into the sky and explodes far in the distance.

Also, Tunguska-launched stingers, the Ka-52's Vikhr Air, and other vehicle SAMs cannot hit planes properly. They dive at the spot where the plane would be if it was a ground vehicle. Helicopters are targeted properly, but there is a cloud of dust on the ground beneath them as soon as the missile hits.

I'm not sure if this is a glitch, but MANPADS still lock instantly, so you don't need to wait for the locking tone.

Have you tried any/all of the above without running ACE?

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I'm guessing with all the FCS stuff recently added to ACE, MMA is becoming less and less compatible... Shame, I really want to use MMA in combination with ACE.

Btw. if you were targeting T-90 with Javelin that might have been Shtora system doing it's job...

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Javelin doesn't trigger Shtora, and the added FCS are for Tanks :)

If there's bugs or incompatibilities caused by ACE, if they are narrowed down and reported, we can try to resolve these or make it possible to disable certain features to make place for Mando etc.

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Tried some MMA in a mutiplayer enviroment with ACE2. Worked flawlessly for the most part.

Things that seemed to break down were:

Apache remote targeting, stuff lased by infantry and transmitted, never appeared in Hellfire remote mode, and there were 2 sets of 4 Hellfires in the HUD, with double action menu entries, double HUD Hellfire and Hellfire (Remote) modes. I'm guessing that's got something to do with ACE2 handling of Apache's Hellfires. Worked nicely for the Cobras capable of remote targeting and planes with LGB's.

Another thing were the Javelins, only tried in SP this one, but whenever I locked onto an enemy vehicle (TOP, DIR modes), the lock-on process would never complete fully in the optics view, to complete the lockon, it was required to briefly switch to 1st/3rd person view until target got properly locked on.

Infantry transmitting laser targets sometimes got action menu entries multiplied.

MMA_XEH was the method of inclusion on the missions. I'll try to check if these can be replicated without ACE2 when I get some time.

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maturin:

Vkirh and Tunguska missile guidance problems are fixed (next beta), AFAIK problems unrelated to ACE2.

With Manpads, in cadet mode, you might see the BIS lock circle (I cannot avoid it), but if you fire, the missile will go guideless.

Javelin works nice for me in any mode.

Falanga and Ataka Hind ATGMs require the pilot to use the camera to impose a little drawback for its usage and because in many cases (might be most of them), you will not have a human gunner at hand. But the gunner has the camera too. Now that you can use the script suite, you can disable the camera for pilot in your missions.

CCIP stands for Continuous Calculated Impact Point, you will see a mark that indicates where your bombs will hit when fired.

ATM there is no other way to zoom in/out in TV view except the mouse w., I have planned to include keys.

Minoza, might be I'm wrong, but all my input and feedback indicates the opposite.

Sniperwolf572, It seems to me you have MMA systems initialized several times (not ACE2 related again). If you are using the XEH, make sure you have the latest MMA_XEH version and that you have it loaded only once (make sure you dont have it in more than one mod folder loaded with A2). This might explain also your problems with remote target transmission.

If you maxed out zoom-in when targeting with the Javelin, you might need to move the sight a bit all over the desired target to complete its recognition and lock on. But it might also happen that the target stopped its engine, in this case your only option would be DIR GRND.

Sickboy, as said above, I dont have any evicence of incompatibility or interference.

And finally, I know I'm already late with next beta ;)

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Vkirh and Tunguska missile guidance problems are fixed (next beta), AFAIK problems unrelated to ACE2.

Do you mean they will be fixed in the next beta or is the armaholic file link to an outdated version?

With Manpads, in cadet mode, you might see the BIS lock circle (I cannot avoid it), but if you fire, the missile will go guideless.

For me, the missile is guided even if the tone hasn't even started yet. Maybe that's an ACE conflict.

Javelin works nice for me in any mode.

And Wolle just mentioned a targeting sequence. I read the instructions as simply being to fire when you see the squared circle. Do I have to do something else?

Thanks for the reply.

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maturin Vk and tung will be fixed in next beta (will try for this weekend), they got broken as a side effect of a fix applied to F14 which was spawning the missiles almost inside the plane.

For Javelin, center a target press TAB, wait till red corners reach sight's center, you will see a white crossair, fire. If the target is engine-off, switch to DIR-GRND mode, aim at the target's base (ground position), press TAB, you will see the white crossair, fire.

Will have a look for these manpads guided with just BIS lock.

BTW, which manpad where you trying out? Stinger, Igla, Strella?

Edited by Mandoble

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Thank you for response. You're probably right. Didn't do much testing with latest builds of ACE. So, I might be wrong here. I probably am. XD

-Minoza

Edited by Minoza
damn spelling XD

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maturin Vk and tung will be fixed in next beta (will try for this weekend), they got broken as a side effect of a fix applied to F14 which was spawning the missiles almost inside the plane.

For Javelin, center a target press TAB, wait till red corners reach sight's center, you will see a white crossair, fire. If the target is engine-off, switch to DIR-GRND mode, aim at the target's base (ground position), press TAB, you will see the white crossair, fire.

Will have a look for these manpads guided with just BIS lock.

BTW, which manpad where you trying out? Stinger, Igla, Strella?

It was a Russian AA specialist, so I believe that would have been an Igla.

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I found two pretty good explanatory videos showing how to use MMA javelin, hope this helps:

fnfgrVHj6Uw

GdRqxLPXc_Q

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Speaking of javelins, is it normal that sometimes the top attack missiles flies upwards into the air, then teleports to the target and explodes?

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MMA doesnt teleport anything, not even "sometimes".

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Speaking of javelins, is it normal that sometimes the top attack missiles flies upwards into the air, then teleports to the target and explodes?

Perhaps you aren't noticing that you are blinking! Just kidding I have never come across a teleporting missile either.

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Neither have I. I guess maturin misses the moment when it arcs and then forcefully and fast dives down?

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best mod ever. but seriously.. are we getting like a targeting cam for the guns of an attack copter?

Edited by Black²

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If you mean how to lock on with the F35, same as with the rest, except that F35 has three extra advantages:

- It is stealth, other players will not be able to lock on you unless very close.

- It has a helmet mounted sight, so if you use free look (or track IR) you will be able to lock on targets well off your flying plane.

- It has AIM9X, in combination with the HMD allows you to lock on and fire against targets at your left or right.

1 - Center the desired target in your HMD ASE circle.

2 - Press lock on key (default is TAB).

3 - Wait till you have a solid lock.

4 - Fire.

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MMA doesnt teleport anything, not even "sometimes".

In that does the missile sometimes only climb to a few dozen meters and then accelerate at the target?

It's not the only misplaced explosion I've seen. If you hit a hovering chopper with a stinger, there is an extra dust cloud that appears instantly on the ground. The spot that the Tunguska targets, actually, so I was guessing that some of the explosions were generated virtually, rather than an actual missile model directly spawning an explosion. But that does seem needlessly complicated.

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Some missiles have scripted warheads that are detonated in the last position of the missile when boom range is reached (proximity detonation), but some of these warhead scripts have explosive which FXs (BIS FXs) are always generated at ground level by A2 engine (the dust clouds), while the damage effects are correctly generated where the explosive is really detonated. As an example, you can detonate a LGB at 1000m over ground, if a plane is nearby it will be damaged or destroyed, but the dust effects of the LGB are generated at ground level.

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Mando Missile ArmA 2.4Beta45 is ready ;) Dont forget to read the online MMA readme for more info.

4CSXQF1TZz8

Changes in v2.4b45:

  • Added: Green mark in Javelin sight (use it as reference when aiming)
  • Added: AGM-114L (HUD and TV) for ACE2 AH64D (radar guided, fire and forget)
  • Added: Gnat's Su33 with MCC (pilot) for Kh22 (anti-radar, anti-ship, AG, REMOTE)
  • Added: Eble's F14 with MCC (gunner) for AIM54 Phoenix (long range AA and anti-missile, inertial initial guidance)
  • Added: Test mission with F14 vs cruise missiles.
  • Added: Eble's F4 with MCC (gunner) for AIM7 Sparrow (dont use it in short range engagements)
  • Added: Eble's F4 with MCC (gunner) for AGM88 Harm (anti-radar).
  • Fixed: Vkirh and Tunguska missiles
  • Fixed: Igla and Strella were able to follow BIS locked on targets
  • Fixed: Myke's F16 missiles fired by AI hitting sometimes the firing plane.

Edited by Mandoble

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Hi.

Im pretty sure I set it up wrong but I downloaded the Javelin file, I get the new authentic reticle but the actual Display is not there, like the modes and such as in the screenshot, i just get a black border around the new javelin reticle.

what do i need to see the modes?

I have CBA installed.

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Nice update.

What do you think about adding confirmation of hit for vehicles with a gunner? BI AI reports when their targets have been destroyed, so it wouldn't be out of place.

I ask because, especially with ACE, you can find yourself firing half a dozen rockets at a radar blip many kilometers away, not knowing if your missiles are hitting a power pylon or wastefully punching holes in a burnt-out hulk. The camera can't zoom, but vehicles with gunners usually have high-zoom optics, so it would be nice if your gunner would tell you whether a rocket had at least hit (no information about specific damage) its target.

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