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rmroman

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Posts posted by rmroman


  1. Solved. For those who runs into the same trouble: it seems the reason was BattlEye was failing to update itself (for an unknown reason). What helped is:

    1. Renaming BE executable in "Program Files (x86)/Common Files/BattlEye" to something weird to force BE to re-download itself (exe, not the service).
    2. Running Steam as Administrator.
    3. Launching ARMA from Steam library - pressing Play there - rather than a using a Steam-handled shortcut on Desktop.

    Too lazy to test now yet I strongly suspect p. 1 shall suffice.

    • Like 1

  2. Anyone seen this? Any advice how to handle this?

     

    BattlEye blocks loading Steam files - all from "Program Files (x64)":

    • GameOverlayRenderer.dll
    • x64launcher.exe
    • GameOverlayRenderer64.dll
    • steamclient64.dll
    • tier0_s64.dll
    • vstdlib_s64.dll
    • steam.exe

    Game is unable to launch and crashes at startup with an exit code 0x00000035

     

    There's no AV SW installed, no mods, mo cheats. I played ARMA just 9 hours ago and it was able to start. There were no changes afterwards - I just turned off the rig yesterday and turned it on again this morning. BattlEye works just fine with non-Steam games and Steam works fine without BattlEye.

     

    Overall the conflicts started about 7-10 days ago - then BattlEye blocked just x64launcher.exe yet the game was able to start. Now it blocks all of Steam and there's no way to play. Peculiarities of the rig I use: Win7 SP1, no SP-2 and SHA-2 installed - cannot do that as it conflicts with the motherboard.


  3. If one goes to either Saint-George Airport or Aeroport de Tanoa BEFORE meeting Arthur then not all objects meant to be spawned are actually spawned and this leads to some funny situations. E.g. a Tigris at Aeroport de Tanoa is not crewed and can be taken over, there are no infantry at Saint-George Airport except for Kamysh and HMG crew and the latter can be headshot with ease thus having an HMG early in the game "for free". It seems the problem is that for the first mission - meet Arthur - a civilian is used as the protagonist and this leads to Old Man Sectors modules whose owner is set to East not to spawn infantry that is not part of the crew. Sectors with ownership set to None work just fine as well as those "faulty" air sectors but in latter missions where a proper BLUFOR protagonist is used.


  4. I'm trying to understand what's the best way to make AI gunships spot enemy infantry on the ground so playing with a simple setup of a team of two Blackfoots flying directly to lone enemy survivor from afar, overflying, making a U-turn and overflying him again. The survivor initially stands still in an open field though he sometimes goes prone later on upon detecting incoming helos. I've made well over 50 tests by now tweaking some parameters from time to time and I'm getting kind of illogical results. Namely:

    • Reducing speed negatively affects gunship's ability to spot enemy.
    • Reducing flying height has adverse effect as well.
    • "Sweet spot" for infantry detection is at least tens and up to a couple hundred meters behind the helicopter - it overflies the enemy and only spots it some time after. It's possible to make a gunship detect enemy infantry in the forward hemisphere but one needs to dial up helo crew skill level to 100%. Even at 80% gunship crew will never see the enemy.
    • Should the gunship miss the enemy after overflying ordering the helo to make a U-turn few hundred meters past the enemy sometimes helps.
    • A strip of land where one can realistically expect detection is just tens of meters to either side of the helicopter (in 2D terms). Placing a soldier mere 100m to the left or to the right of the helo path (again in 2D) guarantees the latter will never spot him.
    • Making a return pass over the same terrain makes no sense. A gunship will either detect the enemy at the first pass or it'll never see him.

     

    I know infantry detection from gunships is a contentious topic so I'm not trying to criticize. Just may be someone else has done similar experiments and has knowledge to share. I'm primarily interested in how plain-vanilla AI behaves - I know reveal/dotarget/dofire hard-scripting and setskill.


  5. If Alamut RPG and AT rounds are left at the crates when leaving the base you one won't find them when one comes back. Few other weapons and ammo I tested are not affected. Alamut HE rounds are not affected. What crate an Alamut is left in does not matter. Specifics of my setup - I managed to scrounge Titan launcher at the previous missions. So there're two launchers at the base. May be that creates the problem. A somewhat similar bug used to be in the 1.5xx Arma 3 - if 6.5 LMG and 6.5 rifle suppressors were left at the base - one of them would disappear.


  6. I based my post on data from the well known (and now defunct) "Ryadovoy-K" forum. About your points on VSS, RPG and elite troops - please note that the subject is a standard reconnaissance squad (of a reconnaissance battalion of a regular motorized infantry brigade), not motorized infantry squad nor spetsnaz group. Here is link with soldiers of a regular brigade being issued AS "Val" and SVD-S rifles. Also I wouldn't call R-168 or LRP-2 "high tech".

     

    1. 20th OMSBR is not quite a run of the mill unit.

    2. I'm talking exactly about regular TOE not a once in a life time event. Even modern Russian SpecOps use another weapon as a part of standard TOE.

    3. VSS is not suitable for a DM or sniper role. It was constructed up to very special requirements that it brilliantly fulfills. But they are way far from the regular army sniper role. So here come low VSS production numbers, ammo cost and its meager annual production as well.


  7. Regarding helos - angel24marin is right, it's either troops transport or attacking runs, Mi-24 can't do both at the same time.

    Regarding recon squads - if we are talking about squads of a regular brigade's recon battalion, than I don't think it's much different in structure to a regular motorized squad. Here's an approximate structure:

     

    - Squad's commander - AK-74M / sergeant

    - Senior scout (i.e. assistant squad commander and a fireteam leader) - VSS / yefreitor

    - Scout - AK-74M / private

    - Scout - AK-74M / private

    - Scout Sapper - AK-74M plus mine detector / private

    - Scout Machine-gunner - PKP / private

    - Scout Sniper - SVD-S / private

    - Driver - GAZ "Tigr" / private

     

    In addition to their personal weapons these guys also carry bunch of radios (R-168 family), one portable laser rangefinder (LPR-2) and one portable thermal imager (TPN-1) plus they can be augmented by personnel and equipment from the other specialized units of the battalion, for example a portable ground radar (like PSNR-8M) and its crew from a technical reconnaissance company.

     

    1. VSS is not part of a standard TOE. Effective range is too low, ammo is too rare and expensive, requires too much training to use. SVD is used.

    2. Your forgot RPG and GP underbarrel GL.

    3. SVDS is used with airborne troops exclusively. Weighs more - no point unless absolutely necessary.

    4. Application of the high tech stuff you mentioned vary from strictly mil show to "once in a life time". But you forgot thermal and image enhancing scopes - elite troops have them in numbers.


  8. As far as Hinds go, I've noticed that in almost all places that show it, the troops being carried were recon squads. I don't know what's the exact doctrine, but as Hind is primarily an attack helo, I'd expect the recon infantry to locate and paint targets for the Hind to attack. It doesn't really have the capacity to serve as a proper troop transport. Mi-28 only carries three passengers, so it's pretty much restricted to a single recon element.

     

    Regarding attack runs, though luck. :) Helos don't generally attack from hover, except with a gun turret or ATGMs in some cases. They usually make a pass over the target, strafing it much like an airplane does. The acceleration actually helps you to avoid getting hit and shot down. Don't believe the movies, helicopter attack consists of multiple, high-speed runs, especially if you're using rocket pods. APCs in particular necessitate this, since they're usually armed with something capable of messing your helo up big time. That the APC's cannon isn't technically an AA weapon doesn't stop them from using it against you (especially if fighting against AI). The only times you want to hover is when mowing down infantry that has neither heavy weapons or missiles to hit back with, or you're lobbing ATGMs from behind a hill. And even then, in the former case, slowly circling sideways does a better job.

     

    As for the flares, periodic deployment is the usual way of defeating MANPADS. An IR or UV-based MAWS is a pretty advanced piece of tech. To my knowledge, neither the A-10 nor Mi-24 come equipped with it, so they need to deploy flares periodically and hope for the best. In ArmA, you get a warning regardless of what kind of missile you've got on your tail, but IRL, you usually only know about radar or laser guided missiles, which use active systems to illuminate you. Passive systems (which most MANPADS use) and CLOS missiles (some older SAMs) require a MAWS which can detect the missile itself, which can be done but is a rather complex problem.

     

    I'd correct quick passes vs hovers. Quick passes are for CAS. Gunships were originally designed for an AT warfare so the intention was for ATGMs to be launched to long distance from a hover. It implies a European theater like warfare. Fixed continuous lines of contact, long distance shooting, low MANPAD threat. Besides there's no way to target original SACLOS missiles on the move. And even for modern ATGMs if the helo paints the target all by itself (Hellfire) or guides the missile (Russian Vikhr or Ataka) then it flies a more or less straight path if not hovers.


  9. Based on this thread, I've googled some syria / russian helicopter videos, and I've noticed one thing that happens all the time: They constantly keep shooting 2 flares with a short delay in between. Now I'll know how the flares work and what they are obviously there for, but I've never expected them to get deployed constantly. Is this how they really work? Basically, the pilot flips a switch and they keep coming every few seconds? And shouldn't this be a thing in Arma too, instead of lots of flares in a very short time?

     

    Lots of flares within a short time is a pure air show stunt. Both Russian and American gunships usually shoot two flares every few seconds when in danger.


  10. I could be wrong, but I assume it work like a US Apache/Chinook escort. Two Mi-24's-one with troops- one without acting as gunship escort. They troop carrier then also has the benefit of being highly armed unlike a Chinook/Blackhawk etc

     

    There is not a huge amount of combat footage from these choppers-although there are a few videos of them operational in Syria online.

     

    Though Mi-24 (current export designation Mi-35) has an 8 person troop compartment it is not used as a transport in real combat situations. Troop compartment was designed in as a theoretical exercise with Russian forces having no prior combat experience in gunships. In reality Mi-24 is used as a "pure" gunship and Mi-8/Mi-17 as a medium transport helo. Mi-24 turned to be underpowered for hot and/or high altitude missions plus it's too valuable as a CAS/escort asset to risk a landing. Mi-24 transport compartment was used in three situations:

    1. Base to base relocation/transport.

    2. Immediate rescue whereas a buddy helo would extract a downed crew.

    3. A stock of arms plus a technician to reload at a quick "pit-stop" near AO.

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