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a_killer_wombat

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About a_killer_wombat

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  1. Jets DLC Official Feedback

    To get the target lead indicator you need to: Pilot an aircraft/vehicle which is equipped with that functionality (Wipeout, Neophron aren't equiped). Have your cannon selected ("F" to cycle through available weapons). Have an aircraft selected as your current target ("T" to target at centre of screen or "R" key to cycle through potential targets picked-up by sensors. You should see white brackets around the target). You don't need any mods or DLC to use this functionality. Vanilla vehicles such as Buzzard, Cheetah/Tigris and Blackfoot/Kajman are equiped with this functionality by default.
  2. Jets DLC Official Feedback

    You no longer get that target lead indicator for ground vehicle targets, that behaviour has been removed via one of the main stable branch patches awhile ago. Now you still have a CCIP indicator which accounts for range but you have to manually lead moving ground targets yourself. You only get a target lead indicator for air targets and only certain vehicles provide this functionality in the first place. I believe the Wipeout and Neophron attack jets don't provide this functionality while the air superiority/multi-role jets and SPAAGs do.
  3. Looks like I was the one who was mistaken, consider myself corrected.
  4. I think you've misunderstood. Anti-radiation missiles are essentially passive radar missiles, i.e. the missile itself has it's own radar sensor which is receive only (doesn't emit radar). The missiles itself "listens" for incoming radar emissions and then, once it senses an incoming radar emission, it can lock and home-in on that radar emission until it reaches the source of the emission, e.g. enemy vehicle with active radar on. The aircraft which launches the anti-radiation missile doesn't necessarily need it's own passive or active sensors to engage, it relies instead on the missile's sensor. Most aircraft have their own passive radar anyway, i.e. radar warning receiver. However, I imagine the way it will be implemented in Arma is that the aircraft will need to have a passive radar sensor for it to successfully use an anti-radiation missile but that isn't a huge issue since almost every pylon wielding aircraft in Arma 3 has it's own passive radar sensor (the AH-9 Pawnee being the single exception for whatever reason).
  5. I'm guessing the effectiveness of the M247 Hydra 70 (70mm HEAT warhead) must be close if not more than an M72 LAW warhead which is 66mm HEAT and the LAW is capable of penetrating 200mm of RHA which is enough to penetrate the top/roof armour of modern MBTs. You can argue that it is not only a matter of penetration but also what the damage potential is of the penetrating jet and the resulting armour spalling/fragmentation. Rightly or wrongly, the HE Shrieker and Tratnyr rockets seem to do the same if not more damage to buildings and structures when compared to their AP rocket equivalents which leaves the AP rockets without a useful application. HE rockets can also just as easily disable an APC/IFV via mobility or firepower kill and, thanks to the superior splash damage, you don't even have to rely on direct hits. Honestly, I personally would like to see AP rockets k-kill APCs/IFVs in 1-2 hits and k-kill MBTs in 2-3 (assuming each hit actually manages to penetrate through the armour). One AP Shrieker/Tratnyr rocket hitting an MBT on its roof (high angle dive) should be roughly equivalent to an infantryman carried LAT hitting an MBT on its roof, i.e. it should be pretty devastating.
  6. Is it me or are the AP Shrieker rockets too weak against armour? They use HEAT sub-munitions now which is nice but with the recent changes to rocket dispersion, even taking out a stationary IFV is harder than it should be. A standard IFV seems to require around 3-4 direct hits to k-kill whereas an MBT requires >7 direct hits (discounting hits soaked up by ERA). That may not sound a lot at first but bearing in mind that you will likely miss many of the rockets you fire even at close range due to the significant rocket dispersion and pilot error, and then couple that with the fact that you only get 7 rockets per rocket pod... I'm guessing the AP Shrieker rockets are loosely based on the real-life M247 Hydra 70 rockets and I can't easily find what the real-life effectiveness of those rockets were on armour but from a gameplay perspective, the current AP rockets are too weak to be effective against armour (IFV/MBT) and the HE Shrieker rockets seem to be just as effective against anything thin skinned (MRAP/truck/car) which makes the AP rockets kind of redundant since the HE rockets can be used against infantry as well. I think it would be an improvement to increase the damage a single AP rocket can deal against armour and thus make them a more viable weapon. EDIT: I've not yet tested the CSAT equivalent, AP Tratnyr rockets, but I'm guessing they suffer the same issue (the AP Tatnyr rocket pods hold 20 rockets instead but that's balanced out by a much greater dispersion). I also agree with the above post about inclusion of ripple fire by holding done trigger similar to DAR and Skyfire.
  7. General Discussion (dev branch)

    Speaking of which, please could you enable us to customise keybinding for the "shift+click" map way-point. At the moment, anytime I set shift+click waypoint while in a fixed-wing or VTOL aircraft, my throttle unintentionally increases. I'm sure many players have "increase throttle" key-bound to left shift like me. Same goes for map line drawing.
  8. Audio Tweaking (dev branch)

    What I experienced was complete silence from the jet.
  9. Audio Tweaking (dev branch)

    I did some further testing and found that I seem to get the "no flyby sound" bug when the aircraft are spawned from outside the player's view distance settings. My settings for both terrain and object render distance are set to 6km, if I have the aircraft start >6km away from me then I get the silent flyby but If I have the aircraft start <6km then I do get to experience the sonic boom.
  10. Audio Tweaking (dev branch)

    I was creating a scenario while in dev branch and discovered that there is an issue with no audio from this low flyby I created: I wasn't running any mods and I tested it on stable branch as well with the same results. I think the issue arises when the aircraft is moving faster than mach 1 since I could hear the jet when I set it to move at "limited" speed but not at "normal" or "fast" (vid above shows normal speed). This no sound bug ruined my atmospheric flyby
  11. Macers can lock ground vehicles from very far away. Try the following: Object view distance >6km Enemy vehicle has engine on for >30 seconds (vehicles take time to warm up but I'm not certain how long it takes) Manually select enemy vehicle as your target by entering target pod view (Left Ctrl + right mouse click), aim at enemy vehicle and then press target key (T). If you don't manually search for enemy vehicles yourself using the targeting pod as described above, you are then relying on your aircraft's sensors to pickup the enemy vehicles for you which may only happen at shorter ranges. NOTE: Vehicles don't necessarily need to have their engine on to be lockable by heat seeker missiles; if an enemy vehicle has been firing its guns a lot then the hot barrels will enable the missile to lock onto them.
  12. I'd prefer an opacity slider in the layout options so we can customise it to our preferences.
  13. How did you get that animation/stance? I've never seen it before, is it dev branch only? It looks similar to the "high prone" incremental stance except more upright and with weapon deployed.
  14. "Tweaked: The fire & view geometries are now enabled for fallen walls (test)" Thank you :D
  15. Please include this fix for other collapsed objects such as walls as well *cross fingers*
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