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KiTooN

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Posts posted by KiTooN


  1. Mentioning this before I forget, @oukej, (sorry, goes to you again, but I really think it's worth it) feature broken :

    - Once you create a new vehicle or modify an existing one, putting in hasDriver = -1; in its config root basically deletes the need for a driver, and the commander, using the WASD, controls the vehicle AND his turret simultaneously.

    - Solo, working just as expected. Going in the arsenal/garage, spawning the vehicle in question, and boom, drive and shoot.

    - Once on a dedi, spawning a vehicle via Zeus or other interface works too, as the vehicle is locally bound to your client. I would expect the same for mission-created vehicles of the same kind but unfortunately something goes wrong here, here's a vid :

     

     

    Config and repro mission :

    - Pandur config mod : https://drive.google.com/file/d/1xLFE0V1zn5zWIpHbL4NfwzXIHNektD0e/view?usp=sharing

    - Pandur mission : https://drive.google.com/file/d/1dnoJHGo0nsM2diq-PGyMECvxHk2JBhoy/view?usp=sharing

     

    Repro :

    - Launch the provided mod to create a "Pandur II 8x8" copy of the AAF Gorgon

    - Test out in the arsenal/garage (the vehicle is forced to appear by config, so it should be there). As expected, you can drive around (even from the passenger seats ! a bit too much ?)

    - Launch the provided mission on a DEDICATED SERVER ! this is important as the issue seems to be locality. Or have someone else host a server and join in.

    - Attempt to drive around as in the garage.

     

    You'll see that the steering is working, the engine can be switched on, but the vehicle will not budge.

    My guess is that this feature is missing some kind of "Take Control" action that would transfer the vehicle locality to the player in the same way it's done for copilots in aircrafts.

     

    I really hope you can have a look at it, and maybe point out any config errors I may have done to make it break. That's why I'm not writing a bug ticket just yet.

    Also I think this is quite an important feature, especially when communities thin out and no one wants to take the boring driver seat.. It's the ideal solution. Or at least the best available right away.

    • Like 1
    • Thanks 2

  2. O_O So glad to see you guys finally making this as native mechanic !

    Here's an issue I encountered, with a simple repro (the missiles are prone to overshoot in top flight) :

     

     

    My guess : the projectile real-time velocity is not taken into account, the projectile "points" towards the target in hope it'll get there, so if the ammo class has bad side friction, it'll often miss.

    I also might be completely wrong.

    • Like 9
    • Thanks 1

  3. Overall looks really nice !

     

    Found a small issue with the commander hatch materials of the Gorgon, looks like it's transparent :

    84gdmB0.jpg

     

    Also, the commander MFD of the Marid has a typo : ОБУЛЕНИЕ (should be ОБНУЛЕНИЕ). Although this is a direct word-to-word translation, a more appropriate word for weapon zeroing in russian would be Range / ДАЛЬНОСТЬ (source)

    BTW, it is a bit weird to have a russian MFD on the right and RANGE and MODE : VIS/NV/TI on the weapon optronic in english.

    BnTQ4is.jpg

    • Like 6
    • Thanks 2

  4. Finished Beyond Hope, really impressed by this first scenario and the scale of it. Mostly positive experience, and pleasantly surprised to see some objectives moved when replayed.

    Spoiler

    Minor bugs to report :

    - In the first mission of Beyond Hope, if you choose to engage the enemy patrols before launching the main attack, the mortar fires at you. In some cases, it continued firing even when nobody knew our location.

    - Sniper version of Avenging Furies, at the end of the recap, the Black background dissapeared while the Mission Completed title was shown.

     

     

    Ambiguities :

    - I didn't understand how many targets I could mark for fire support on the first mission. In one case I marked every single enemy position on the map, on some other case, I could only mark 3, the last being replaced by the new one.

    - The chemlight of the injured survivor is too fade to see. Am I blind ? I would suggest either increase the volume of his voice so he can be localized or change the type of chemlight used.

    - The mortar teams can be eliminated from afar, or using fire support. Although, the objective does not count until you get close yourself which is a bit strange.

    - On some occurences, the rebel QRF in Sniper version of Avenging Furies survived with only the driver of the technical. It was counted as a failure and I got some nice words from Falcon. Or maybe, I'm just bad at it.

    - Mechanized Infantry version of Avenging Furies, the last part is unnecessarily difficult, even if positioned correctly, there's always a 30mm cannon somewhere to finish you of before you can pop smoke.

    - Infantry version of Avenging Furies, cleaning up the buildings was the most frustrating part (or might be fatigue as I did it last). I think you should consider lowering the difficulty of this part. Played with an AI with 0.2 precision and 0.8 skill, and spent more than an hour on it, around 20 restarts.

     

    Can't wait to test the rest !


  5. I've already tried that, but unfortunately this requires a script rework beyond my knowledge. Only 9 buttons on the right side can be shown, the 10th and above are unclickable. This makes large jets like the A-164 unusable with this system, only presets can be selected.

    Proof of concept : https://www.dropbox.com/s/e2b5w5r2zspz32s/%40GOS_TEST_Garage.rar?dl=0

    Is this limit intentional, @pettka ? Is there a way to remove it ?

     

    VgtAr4Y.jpg

     

     

    • Like 5

  6. I approve. Dunno if it has been reported but it's here since 2013.

    It's easy to reproduce, get in a helo, gain some speed then open the map and hear your helo getting away from the camera.

    Sounds like once the map is opened, the camera is unsnapped from the player (even if inside a vehicle - so that's why you hear the outside sounds instead of inside) and stays at the spot you opened the map from.

     

    I'm sure it's just a regression from A2, I don't remember this back then.


  7. Any more info about this change ?

    • Tweaked: The USS Freedom prop was overhauled (all models reworked, configuration and model config updated to represent new model set, no changes to textures, geometries were updated)

     

    BTW, I noticed there's a projector white screen inside the briefing room, it would be awesome if it was retexturable :

    yLsRVKu.jpg

    • Like 4

  8. On the fly means without switching units or reloading the game btw. It doesn't mean WHILE FLYING

    Let's use images since even simple words are hard to understand :

     

    mh-6-little-bird_008-ts600.jpg

    46395-200.pnghelitech-helicopter-repair.jpg

    81c11b2bf477f9a901df52482a10e06d.jpg

     

     

    Let me explain.

    In order to remove the pylons from the stealth vanilla planes, you need to switch from vehicle to vehicle, there's no user action to remove/add the animation source.

    I'm asking if it is possible to switch from an OH-6 to an AH-6/MH-6 or in any other order, while on the ground, engines shut off.


  9. @Karloff, sure, i'll get you a vid as soon as I get home, so far I only got a screenshot :

    http://hpics.li/a315aa0 (the bright thing above the target is the DAGR flying away)

     

    Repro :

    - Get yourself a Comanche, a AR-2 (both airborne) and some kind of target (a wreck in my case)

    - Edit the gunner so he has a drone terminal

    - Play as gunner

    - Connect to the drone

    - Paint the target, lock the turret

    - Switch to the gunner, lock the DAGR, fire

    The missile goes straight, although it seems to explode when near enough from the target.

    This makes me think it doesn't have any guidance, although the lock works fine.

    • Like 1

  10. I noticed something weird since starting flying jet again, banking is waaaay less effective to turn now. Am I the only one ?

    Here's a vid, a whole 3-minutes for a 360 turn at 45° :

     

    Here's a steep bank in a real plane :

     

    Slowing down doesn't help, the only influence you can have on your bank is using the rudder.

    Is this intentional ? Looks like a bug to me (or poorly configured asset maybe).


  11. Ok, crazy thought. Why not implement heavy-duty AA platforms like the THAAD or the S-300. Hear me out, it serves multiple purposes :

    - Right now, CAP stealth planes have total control of the skies, they are challenged only by other fighter jets. Bringing in a heavy-duty ground AA even in small numbers could threaten a bit more jets and helis in a given area (let's say 8-16km range). Rock-paper-scissors. Because right now, jets are kind of a all-in-one vehicle able to do anything without being threatened.

    - SEAD missions could have a real impact and sometimes be a necessity, giving a good reason to exploit HARM missiles and the new sensor mechanics, like the data link.

    - TAC-OPS and Combat Patrol missions could benefit from it using a new strategic objective, take down the radar or the launchers.

    - There's already a HEMTT model, the only thing to do is stick a turret with 10 big tubes on it. A russian counter-part would have to be modeled, from scratch but could use the same base (maybe a BUK turret on a BTR-K platform ?). Although, my best pick is the Antey S-300 : https://en.wikipedia.org/wiki/S-300VM

    The good thing about it is that it has an autonomous tracking radar, while the THAAD vehicle is a simple launcher without any kind of detection system.

    - It looks freaking awesome !

    59314dbfc36188c7768b4775.jpg

    • Like 5

  12. Although I love the system in general, I would suggest using front view of the vehicles in Eden Pylon editor, something like DCS :

    0Cp1KX9.png

     

    Otherwise, it'll be nice if the system is directly integrated in the Virtual Garage, as part of the vehicle customization feature. It'll allow easy-to-edit interface, save-load/import-export options, ingame loadout editor, etc...

    If it isn't planned, I'm doing something similar myself and will gladly donate the whole thing to BIS or as a mod.

    • Like 1

  13. Hey guys ! Not really related to jets, but hitpoints in general. I noticed a destructionEffects class inside some hitpoints (like the winch from all helicopters, see for yourself inside the config viewer). Basically, it makes some sparks scatter in different directions after the destruction of said hitpoint. This is awesome !

    Is it planned to be improved and deployed on all hitpoints ? It could be really nice to see some fire pop of the jet/heli engine when it's destroyed, and shut down a second later (like some sort of fire emergency shut down). Nice for player feedback ("oh, look I must've hit something important", also less binary than destroyed/not destroyed vehicles), and if it's done correctly it could make some really good visuals, something like : 

     


    • Added: A new setAirplaneThrottle script command 

    YES ! This is great news ! It's ground-work for an autopilot system (official or not). Now, an auto-throttle system can be designed based on this command. Is there any chance we could get the same for Elevator/Aileron controls ?

    Combined arms gameplay sometimes requires the pilots to "bring it down" a bit to be at the same pace as the infantry/mechanized/armored ground units. This means there's inevitably some idle moments. Spending them with an autopilot assist greatly reduces fatigue, and can also be used for more precise navigation, in case of bad weather, or just in general.

    An official autopilot would be an awesome gift, and a simple heading/altitude/speed hold is really simple to program and deploy ;)

    • Like 1

  14. 14 hours ago, the_one_and_only_Venator said:

    I wanted to use a Hellcat with Scalpel missiles so I made a little change to it's config. It was actually very easy to designate the missiles to the gunner. It is also very easy to designate specific weapon pylons to the pilot. So every weapon that is mounted onto that pylon is available for the pilot.

    The problem with weapons of the helicopters pilots is that they are not really able to lock onto any target. It is just possible with the manual fire and an AI gunner. I think that is a little weird. Seems like only the gunner has access to the vehicles sensors...

     

    We had to tackle a similar issue in our community some time ago, guided weapons seem to work only for the "primary gunner", defined in the config of the vehicle itself. Specificaly to fire guided missiles by the Hellcat pilot, you'd have to edit the config and make the gunner an observer or something like that. Might be a bug, @oukej ? Guided weapons should work for anyone with sensors right ?

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