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Posts posted by HaseDesTodes
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18 minutes ago, dragon01 said:Also, if you really want the VLS, it should be possible to make it attack scripted targets using triggers and script commands. I'm busy with other things right now, but definitely want to try to set this up someday.
simple solution i found:
create a target that doesn't interfere with the surroundings; i used a game logic i placed in the editor for my test.
place a VLS
run this:
west ReportRemoteTarget [TARGET, 3600]; TARGET confirmSensorTarget [west, true]; VLS fireAtTarget [TARGET, "weapon_vls_01"];
i tested this in the editor, and it worked fine for me.
i think the report can't be decreased to times smaller than the missiles traveling time, as the lock would break.
i think that people who can actually write scrips could make something out of this. eg. placing the target when you click on the map, and the firing from the action menu.
or moving the target to some players laser position, so there can me made some adjustments.
i guess the clever people here will find a good solution.
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3 hours ago, Tobur said:I am thinking about an upgrade to 2x 8GB DDR4 @3000 or 3200 Mhz. Will that make a difference? According to this https://techreport.com/review/31179/intel-core-i7-7700k-kaby-lake-cpu-reviewed/11 it might....
Do you have suggestions which RAM would fit to my mainboard? Budget is around 170 €
will it make a difference? probably.
enough to spend 170€ for it. depends on how much you need your money. but probably not.
i had a quick look in the memory qvl of you mainboard (https://www.msi.com/Motherboard/support/Z170-A-PRO#support-mem-3), and found
F4-3200C16D-16GTZ ram for around 170€ (shipping not included)
F4-3200C16D-16GVKB (around 160€)
not sure where you live, but i guess you might be able to find this ram for around the same price in your country
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2 hours ago, Yoshi_E said:It seems this is time depended, in the first min im 100% unable to get a lock, only after around 60s I can lock and fire. Maybe its waiting for the vehicle to heat up first? Does not make any sense for a target thats detected by radar though....
you could test with a heated up heli
this setVehicleTIPars [1,1,1]
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3 minutes ago, M. Glade said:...
hmm, all doors were fine for me... did you maybe accidentally place 2 ships at the same pos?
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i really like the interior of the USS Liberty, BUT
you can't trow grenades through the open space at the handrails. i fear this might cause some confusion and trouble, if someone decides to have some combat there.
especially this position might need some improvement
so i guess, if it's technically possible to fix the collision geometry, that should be made for all handrails, is not, you should at least add some metal sheets, so that it's clearly impossible.
edit:
on a sidenote.
the radar sidepannel of the AN/MPQ-105 Radar only show a red (usually IR) 120° sensor cone to me.
does anybody know if that's supposed to be the radar sensor cone, or is that an actual IR sensor, and the Radar sensor range is so big, it doesn't draw on 16km panel setting?
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18 minutes ago, Ignatiux said:In the fighters, neither in the jets or in the CAS's plans I have an indicator of where I must shoot to hit an enemy vehicle in motion (continously computed impact point). I've tried CAS (otan, csat, aaf) and the jets.
CCIP = continuously computed IMPACT point
so CCIP doesn't show you where to aim, in order to hit. it does show you where you will hit when you shoot.
and all vanilla and DLC jets have that, at least for the cannon, not sure about rockets.
it should be in both vehicle hud and targeting camera.
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12 hours ago, a_killer_wombat said:What I experienced was complete silence from the jet.
i saw that..
that's why i wrote "similar issue".
i had noticed that:
a) the distance matters
just like you i found that the view distance seems to be involved
edit: not sure anymore
and b) the speed matters
i could hear aircraft at speeds lower than M=1 just like it was supposed to be/like i expected.
c) the engine sound became audible after a while as the aircraft flew away
your issue see seems to show the same characteristics as in a) and b), just that you don't even even hear the sonic boom.
you didn't write anything about if the jet becomes audible after a while, i guess it might be interesting to know.
edit:
just did some quick tests and found that Gryphon and Black Wasp II don't produce a sonic boom for me under the the know circumstances, while the Shikra does.
Still the engine sound pops in late for all of them.
edit #2:
did some further testing with BW II, and there seems to be an issue with the speeds that trigger the sonic boom.
i had a row of jets with different speeds (setvelocity).
it seems to me, that only the jets i spawned with speeds higher than 750m/s were producing reliable sonic booms. maybe the limit is a bit lower, but i only tested 700 and 750.
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2 hours ago, Grumpy Old Man said:Maybe I'm missing something but there doesn't seem to be anything wrong in your video.
Cheers
usually, the jet engine should be audible directly after the sonic boom, but in the video it becomes audible 15 sec after the boom.
i mean, there are engine sounds in the sonic boom sound effect, but those don't matter for the issue.
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2 hours ago, a_killer_wombat said: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 were for 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.
i didn't test now, but with 1.70 RC, i made the following video, with a similar issue
i think i even made a ticket, but i'm used to have tickets overseen in the tracker.
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1 hour ago, teabagginpeople said:Eutw warfare is something similar to Koth.
Only it is played out over a bigger area. with several capture points. the team who holds all the points wins. If you are handy in pvp you might find it interesting.you get set income amount but on top that the more you kill, the more money you have to buy better scopes, guns, vehicles.
It is a little more rare to get it going but can be good fun.
you should mention, that unlike Koth, the EUTW mission only saves your equipment and money for the currently running layout.
so no saving money for later games. but also no tanks and jets when the mission starts.
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1 hour ago, Groove_C said:@alessiomoreno
Easy -> Corsair RM650X (Seasonic)
did i miss something? he asked which CPU (aka processor) he should get and you tell him which PSU he should get.
on topic:
Idk, how well Arma servers use cores, but in case, they do well... maybe a Ryzen Threadripper...
maybe even a Ryzen R7 2700X. CPU clocks are pretty much the same as with the i7 7820X, but the TDP is lower..
in case servers need fast RAM, the i7 7820X should be the better choice. Ryzens (and Threadrippers) don't support Ram faster than 3600Mhz, while Intel gets up to 4600Mhz.
but if the server does need more single core performance and fast Ram
you will have to go for the i7 8700k.
now it all depends on what Arma servers need...
has any1 even tested this properly?
i'm also quite interested in this, because i should get FTTH soon(ish). (only problem with that, is that i only get 1 dynamic IPv6 IP)
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53 minutes ago, GuthixAwesome said:And what case would you recommend, have the nzxt elite case selected but any other ones you'd recommend for around the same price?
the thing with cases is, that it's hard to tell what is good, just by looking at the specs. (maybe search at amazon and check the comments)
i'd say, the case you have selected should work, unless you want to put a dvd/bd drive in it at some point. that case has no 5.25" bays, so you would have to use an external one.
just from looking at the cheaper prices, this might also be something:
https://pcpartpicker.com/product/bqxfrH/thermaltake-case-ca1b200m1wn00
oh and the PSU you selected...
it's non-modular, so if you get a case with a window, you will probably see the not-needed cables.
i'd suggest you get a fully modular one:
"only" 550W (should be more than enough), but a bit cheaper than the one you have selected and fully modular:
or 650W and the same price, but at least semi-modular:
Ram:
this one should be as fast, but a few bucks cheaper:
in case you find cheaper ram you and want to ensure compatibility with the MB. for the Asus Prime Z370-A you can use this list:
you can find similar lists for all mainboards, so in case you select a different one you might have to check again.
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i knew that Ryzen 2000 series is a slightly optimized version of the initial Ryzen CPUs.
But i thought i had read, that things like Precison Boost 2.0 worked only with the new chipsets.
But i tried to look it up where i read it, and it seems like i misunderstood that passage. (if i understood it correctly this time :) )
So you are right, B350 should work just as fine.
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what are you planning to use that PC for?
mostly Arma3 or other games, maybe programs (video editing/encoding)?
btw: what are you using now? would it be possible to reuse some parts (case, HDD, monitor)?
my first thoughts:
CPU: good CPU for a low price. it also has 4 cores/8 threads, so a good multithreading performance.
RAM: as fast as it gets for this Mobo. Heck the Ram is even on the memory QVL for this board (often overseen)
16Gb would be better, but since you have a price limit, you should be fine.
Mobo: nothing fancy, but should do the job
CPU cooler: get a normal CPU cooler. you can filter for noise level. (+10dBa=2x the noise)
you should find coolers with a lower noise level for half the price.
SSD: you will fill up your 250Gb in no time. and you will have to keep some space for updates (steam is a female dog)
so better go for 500gb+
i found the WD Blue SSDs had a good price.
if you get a "cheaper" SSD you might want to go for the 2.5" version instead of a M2 version. speed is around the same, and you can keep the slot for an upgrade.
PSU:
better go for a 80+Titanium PSU. i saw at the site you used, that the "SeaSonic - FOCUS Plus Platinum 750W 80+ Platinum Certified Fully-Modular ATX Power Supply" costs only 17$ more, but it should save some energy (= less money and less heat).
Monitor:
cheap monitors, hard to find a good one.
i would pick the "Dell - SE2417HG 23.6" ", because it's bigger, and i once had a Dell monitor, and i liked it. no idea how the quality is for that one, but i guess it's around the same as from the one you have selected.
GPU:
looks quite noisy, maybe look for one with 2 fans (but they cost at least like 30-40$ more).
i would agree, that a R5 2600X would be the better choice, but you should also get a mobo with a 400 series chipset, and those are only available as X470.
so even if it's only +30$ for the CPU and you save the money for the cooler (if you even want that thing), you still pay around 50$ more.
(i even have problems finding matching 8Gb kits of ram (3200Mhz) for the x470 mobo i selected)
over the limit: https://pcpartpicker.com/list/6WRp8Y
but it has everything i didn't like fixed
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2 hours ago, jone_kone said:This is something that has bugged me with AA and AAA since the first Tigris arrived on the battlefield. With the sensors update i really hoped for proximity fuses (theyve been around since ww2). If the 35 mm rounds or IR missiles would detonate within 5-10 m of an aircraft and deal splash damage AA/AAA would be much more interesting. This could be done as separate magazines and then be utilized by mission makers to balance things out.
actually it should be in the game... maybe they broke it.
@oukej wrote this a while ago
QuoteProximity - currently the range for proximity explosions is set to ~20m for short-range and ~30m for medium-range missiles. The indirect damage should still harm the plane if the missile explodes at this distance.
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2 hours ago, Wiki said:Thx.
Question:
how to use the GBU now?
Don't understand how to use it.
GBUs are lock on after launch (LOAL) now
just use CCIP to drop them near the laser, and they will lock the laser when the get close
this even allows to enable the laser a few sec before the impact, to minimize the chance of being spotted
1 hour ago, Wiki said:Also, does AP is supposed to pierce armor?
Cause so far, it doesn't
So, if I wanna use the ranger finder WITHOUT that sucking FCS, there is no way, right?
AP pieces the armor, you could even shoot soldiers behind an APC with APFSDS ammo.
the trick is now, to actually hit the vital components of the enemy tanks
FCS:
aim at the target, press t (or whatever you have bound it to), don't move the turret, voilá, you have the range
aim and track a moving target, press or hold t (not 100% sure) and keep tracking it
if the target doesn't change it's direction aim and shoot, FCS should do the rest
if you want to know more about this stuff, you might want to read the topics in the dev branch section here in the forums.
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2 hours ago, Strike_NOR said:At this point you are better off starting the ArmA 3 diag.exe and running the command : toggle_diag "Shots";
This will turn on/off shot tracing. Any ricochet is indicated by a yellow cross.
Based on your estimations, you should be able to recreate a ricochet in no-time.
Let me know what the name of the ammo is and I can check the config file to confirm.
Spoilerit worked.
i just had to figure out, that it was actually diag_toggle.
night not be clear on the images, but i've only found the ammo penetrator at the first impact.
not exactly sure what the ammo name you need is, but i guess "Sh_120mm_HEAT_MP_T_Red" should work to find the correct one.
but i guess they shouldn't bounce like
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9 hours ago, Strike_NOR said:Secondly. I think the "parent ammunition" has explosive value over 0.7 now which means that it will disappear upon first impact.
i've seen HEAT ricocheting (like 1/15 or 1/10) of the ground in VR environment, when i was trying to kill infantry with splash damage.
i got one shell to create 4 explosions, but couldn't see if subammunitions were created.
so, if disappearing on first impact is the desired behavior, it's not configured correctly.
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8 minutes ago, Strike_NOR said:The thing is, it's hardcoded in the engine right now I believe, that if you give an ammunition type an explosive value of 0.7 or higher, then the shell will detonate on impact. If you give it less, then it will penetrate, may cause an explosion effect, but it will keep penetrating and exploding multiple times every time it hits. This could be seen for some HE shells that can ricochet, where the shell "explodes" on the ricochet, then explodes again on the next impact.
since you already mentioned it...
i was wondering if you have noticed if ricocheting HEAT shells are creating the penetrating jet, everytime they impact, or only at the first/last time.
did you test it or observe something like this already?
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1 hour ago, Groove_C said:Is there a logical explanation in case with A3 (also in other games) why more RAM used/allocated by the game/Windows with 32 vs. 16 GB when <16 GB used/allocated?
And why more FPS with 32 vs. 16 GB when <16 GB used/allocated?
just some guesses:
1. maybe because there are functions in the Ram management, that try to keep some memory free, in case a different program needs some.if this is an actual thing, those functions might be non linear (maybe log, or sqrt) so with a significant increase of available memory, there is a relatively small increase of used memory.
2. maybe because of parallelization. so more chips (or ram bars) can provide the data faster.
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24 minutes ago, teabagginpeople said:I'm using the UAV to laze for the rinos lock on capability.
This is all good for hitting regular vehicles. It seems the laze lock for the UAV when locked at the tank. Does so not the same as most other vehicles. Unlike most other vehicles it does not lock the vehicle centre. On the tank it locks off to the front. I was getting some misses only when hitting the static tank and was wondering could this be the case. ( Can someone else confirm)
the points uavs aim at when locked are stupid for many vehicles (especially stupid for some armored ones)
ever tried lasing a Tigris from the side?
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21 minutes ago, grzegorz said:Unfortunately, I still have a problem with BE in the DEV and RC versions.
I even updated the standard version of the game to the RC version using STEAM - there is a problem.
Uninstall_BattlEye.bat and Install_BattlEye.bat files do not produce visible results. Only the CMD window will open, but the files do not change. I manually deleted the BE folder and checked the integrity of the files using STEAM. The folder and BE files have been re-created and have today's current date, but after a while I'm kicked out of the server.
I have reset my router, deleted and introduced new firewall rules.I returned to stable version 1.80.14xxxx and there is no problem here.
Unfortunately, I am expecting big problems on April 11 for my game (v1.82 or 1.83).i think (not sure) i read somewhere that clearing your MPMissonsCache (C:\Users\*username\AppData\Local\Arma 3\MPMissionsCache\ folder can help...
at least it should't hurt.
maybe make a backup first
if i had those problems i would contact Battleye.
even if it's a server problem, they might be able to point to a soulution or at least help finding what's going wrong
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9 hours ago, SantaFe said:on the one hand, yes it shouldn't miss the target in the first place
on the other hand. i think you are supposed to use the top-down attack mode in that situation. that makes it even possible to shoot from further away.
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either i was to stupid to use it or it wasn't there:
please add dynamic groups by default
the mode can only benefit from this, as you could communicate without spamming the side chat or the need to be in the same vehicle/nearby.
i played 2 rounds on indfor, and it was totally uncoordinated.
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General Discussion (dev branch)
in ARMA 3 - DEVELOPMENT BRANCH
Posted
@dragon01
yes, it should all work (don't ask me how). if you make loops, or triggers keep in mind, that the VLS has some seconds cooldown, and from what i noticed ignores all fireAtTarget commands during that time.
i just do my 10 min tests and leave the rest to the pros. :)