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GBee2

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Posts posted by GBee2


  1. On 25/07/2018 at 4:50 PM, dragon01 said:

    Yeah, it's pretty amazing. Visuals are spot-on, but using it in SP is kind of a chore, not to mention guidance is weird. The warhead is kind of underpowered as well (oddly enough, the explosion is too large, if anything). As I mentioned of the previous page, the real Tomahawk does not track targets in any way. 

     

    So which cruise missile does have tracking, including ability to target moving vehicles? I saw a whole thing about the capabilities of latest gen cruise missiles a few years ago and this was touted as an actual working capability. It was said to be able to arrive on target, and if the vehicle had moved from that position it would attempt to reacquire. It was definitely a NATO nations system, but not necessarily American. I really thought they were talking about the Tomahawk, but I can't be sure I'm remembering that correctly.


  2. 1 hour ago, SuicideKing said:

    I had hoped some sort of basic IFF functionality would have been implemented with/after Jets, so i do think this is a good idea. Of course, IFF shouldn't work for ground vehicles.

     

    In what sense shouldn't it work for vehicles? Radar equipped vehicles should be able to use IFF and I seem to remember that some ground vehicles were fitted with IFF transponders following a number of blue on blue incidents by US aircraft against US and allied ground forces?

     

    The feature, assuming it was implemented shouldn't be limited to a type of vehicle (air) but to anything which has an IFF transponder per it's config.


  3. A feature request for the Eden editor relating to the SAM and Radar systems, maybe for a follow up update - Please can we get an overlay cone in the editor map (and Zeus?) when placing the radar and static AA weapon systems showing their range and coverage? This will make it much easier to place systems ensuring they provide coverage of the required map zones?

     

    Also, will the SAM/radar units come with camouflage options like those added with the Tanks DLC?

    • Like 4

  4. 16 hours ago, Strike_NOR said:

    @GBee2 Thanks for the reply. Where is this info "noted" ? Couldn't find anything official on it.

     

    No, I confess that it's largely based on a simplification my understanding from various sources of how the real life systems work (e.g. Patriot PAC-3*), especially at the relatively short ranges seen in Arma and the various accounts of observed behaviour with the in-game system fitting this understanding. 

     

    Note that sources seem to disagree whether the PAC-3 engages it's radar just after launching or only in terminal phase ... however, this may be more or less the exact same thing for the PAC-3 in reality since it reaches Mach 5 in just 3 seconds (1.7Km/s), meaning at ranges of 16Km, it's going to reach the target in less than 15 seconds. Even at the real life engagement max range of 64km, that's one minute to target - battery life on the seeker isn't going to be a huge concern. There don't seem to be any public stats on the Boeing seeker's range/battery life, perhaps understandably as this is still a current generation defense system.


  5. As noted, the standalone radar is a search radar, a powerful radar intended to find and identify aircraft as  targets and then skew the launcher onto them. Once given a target by the search radar, the launcher feeds this information to the missiles, the individual missiles are ARH (Active Radar Homing) they have the target data already and use their own less powerful radar to lock onto the target. The moment the target info has been relayed from the search radar, the launcher/missiles need no further information from it.

     

    While the missiles, and sometimes the launchers have their own narrow targeting radars, they aren't constantly emitting, they are only switched on when they are actually given a target, this keeps them hidden from view of any Radar Warning Receivers and safe from ARM (Active Radiation Missiles).

     

    • Thanks 3

  6. 13 minutes ago, Pinkie1997 said:

    also, can we please talk About the new dots on the windshield of the hummingbird/pawnee? they are Pretty much useless, and when turning way offcenter, but in Veteran mode i guess it is better than nothing

     

    It's permanent marker on the glass, it's not going to move as you turn to stay accurate. It's how aiming is done in the real life aircraft (if they have any guide at all).

    • Like 3

  7. On 17/08/2017 at 7:44 AM, Hvymtal said:

    Minor bug: IDAP text is visible from the inside of the highlighter-yellow civilian 112 ambulance

      Hide contents

    553758DB53D9C7F79A8FBDFDB0BB786DF4CDCD26

    https://feedback.bistudio.com/T126487

     

    That's intentional? It's using a sticker on the window that lets light through, but not out again. They are common on vans, buses (adverts usually) and ambulances.

     

    EDIT: Nevermind, just read the bug report and this wasn't the IDAP ambulance ...


  8. 19 hours ago, pttn40 said:

    I’ll have to check that back out. When I was testing it on Monday and AT mines actually disabled the Bobcat. Maybe it was because I didn’t hit the AT mine correctly.

     

    Did you have the blade lowered or raised? In theory the blade is what prevents the larger mines from damaging the vehicle, as they don't explode underneath the hull.

    • Like 1

  9. The other issue with giving any ordnance a chance of failure is that you then need new models for them on the ground.

     

    Also, what happens when I drop a 500lb bomb onto a large building? It's kinetic energy alone should destroy or damage the building, but even if you ignore that for a moment. What happens to the unexploded bomb, does it sit on the roof or magically move adjacent to the building?


  10. 8 minutes ago, jone_kone said:

     

    Does is detonate standard APERS mines with the DLC update? earlier it didnt (not able to test now).

     

    Running 1.64, I placed the mine module with mine type set to standard APERS, then drove the bobcat through at slow speed, all mines below and immediately adjacent to the vehicle were detonated.

    What I didn't expect to happen is that after hitting a lot of mines the vehicle took some damage, which shouldn't be the case, but that's probably fixed with the DLC?

    • Like 2

  11. 3 minutes ago, jone_kone said:

    With the current DLC... if you stumble upon a large mine field you have no option but basically go around.

     

    Not saying that I´m demanding a line charge or mine flail... but it would have been nice to see a creative take on a counter for the apers disperser, UXO:s, etc.

     

     

    Or use the CRV-6e Bobcat ...

    • Like 1

  12. 34 minutes ago, jone_kone said:

    Considering there is a APERS dispenser, there should be a way to effectively clear parhs through minefields too? Something like a bangalore but 2035 version of it? Or deployable explosive charge designed for mine clearing? Seems a bit strange that militaries still clear minefields by hand in 2035. 

     

    Just a thought, but if in the future it was so easy to clear a path through a minefield, then there would be no point in laying mines in the first place?

     

    Of course the military in Arma don't clear paths by minefields by hand, they have the Bobcat for that. It's the civilian IDAP that are doing clearance by hand or drone.


  13. 16 hours ago, scottb613 said:

    I like the true story of the Marine who's guys were being decimated by a house full of insurgents armed with some static machine guns - he got angry - charged the house by himself killing all the insurgents in the resulting room to room fighting - finally ran out of ammo and beat the last one to death with his helmet in hand to hand combat - the guys a Little League Coach back in the real world... It's not all point and shoot...

     

    The entire point is that stories like this stand out because situations like that are very rare ...


  14. 13 minutes ago, five_seven5-7 said:

    Lack of green and red flags for id a path corridor

     

    Flags for marking the mine field and cleared areas/paths which can be equipped and placed by the engineer in-game would be fantastic

     

    • Like 2
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