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Jester504

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Everything posted by Jester504

  1. After further testing, the issue with the FCR is larger than it first seemed. I can hover and look directly at a tracked Opfor vehicle 1.5 km away for a full minute or two before the FCR sees it. Yet it will find a Blufor wheeled vehicle at my six o' clock through a mountain. Something's definitely up with that.
  2. Hey guys! Happy New Year! I spent a couple more hours testing, fiddling, and Google-ing in hopes that we can integrate this into our mil-sim community. I came up against several issues that, altogether, would prevent us from replacing our RHS Apache with this (otherwise far superior) one. Some of these are, I think, me misunderstanding how to use the mod, and some are genuine problems that should be fixed in future versions. Overall, this is an amazing mod, easily the most impressive I've seen in Arma. The model and textures are fantastic, the attention to detail is unbelievable, and the overall functionality you all have achieved is stuff I didn't know was possible in Arma. I loved playing around with this thing. Here are my issues, in detail: 1. The biggest problem is that the CPG's access to the 30mm has severe limitations: The gun will not automatically range to the laser or lead the target to compensate for the aircraft's movement so that rounds always fall in the center of the TADS crosshairs like it does in the real aircraft. Instead, a PIP is shown where rounds will fall based on the current range setting which, when the aircraft is moving, is very far out of the TADS view on maximum zoom, making it useless. The TADS/gun does not immediately stabilize after the gunner moves it like it does in the real aircraft. Instead, there is a half-second delay. This makes accurate shooting at a specific target unnecessarily difficult. The TADS/gun traverse limits are not accurate: in the mod, they're somewhere around 90° left/right of center, but in the real aircraft, they are 110°. This makes a proper (and realistic) orbit pattern around an AO useless, as the 30mm will never be able to shoot at more than half the AO. 2. The TADS has unrealistic difficulty finding/locking lasers. Pointing at trees and a few other objects, like some walls, for example, gives "LOS INVALID" and SAL missiles will not go anywhere near the target. Additionally, the system seems to "snap" to the center of certain Arma objects, particularly buildings, making shooting at a particular target frequently impossible unless it's in the center of a building. The TADS should not "snap" to anything, and the laser should always be in the center of its crosshairs, with the SAL missile only missing if the laser is reflecting off something like water. 3. The FCR takes an unrealistic amount of time to "see" targets. In real life, it takes only one pass for the radar to see and aquire a target. I've noticed the mod's radar takes several passes, sometimes taking over a minute of being in LOS of a target, before it will show the target on the FCR/TSD and make it available for locking. Finally, two small issues: 4. With "Head Tracking On," moving the mouse to click a button in the cockpit also moves the gun. It would be wonderful if there was a way to prevent this, as it means anytime the CPG goes "heads up" to deal with something in the cockpit his gun lose its target. In real life, this would only happen if he had the target aquisition set to "HMD," as the gun in TADS mode (the most common) is only moved when the hand controls on either side of the optical scope are manipulated. 5. To see maps in the TSD, the mission must be specifically made for it with the "init" command. Our community uses scripting to place a majority of player vehicles after mission start, which means we will never be able to use maps in this Apache. Some mod vehicles have maps in their cockpits by default, with no "init" needed, so I'm sure there's a way to overcome this. If so, it would be amazing. Thanks for your time, and hopefully most of this is actually possible and I've just not learned how to do it yet. Thanks for any help in advance! Edit: Another minor thing that would be amazing is to put the TADS view on a pilots MFD. That's how it's often done IRL, so the pilot and gunner can have the same situational awareness.
  3. Is there a way to fix the camera to an object? For example: Get a GoPro-style shot from the exterior of a vehicle. The camera seems locked to the horizon so anytime the vehicle pitches or rolls the camera's orientation changes relative to the vehicle.
  4. I'm using Firewill's amazing F15 to attack multiple vehicle targets at once. I hit R (next target), release, hit R again for a new vehicle, release, and 80% of the time when I hit R for the third time it goes back to the first vehicle, even though there are several more nearby that haven't been targeted yet. If I'm not paying very close attention (hard to tell which vehicle is targeted from 2km+ away), this results in wasting munitions on an already-doomed vehicle. It's an annoying behavior - I just want to cycle through all targets sequentially and only go back to the first one when there are no more targets available. In a real jet, you have a list of available targets and are able to individually and specifically select each one as needed. Arma's arcade-like targeting behavior actually makes this harder than it should be. Any advice?
  5. Hi, Is there any way to increase the zoom levels of the targeting pods in, e.g. the UAV and the F15-E by Firewill? They only go to 9x which is unrealistically low, the CUP Cobra can do 25x which is great. Thanks!
  6. I've had good success with AI lasing enemy vehicles. I am now trying to get them to lase groups of enemy infantry for GBUs. I'm just getting into scripting and trying to brainstorm ways to do this. Any ideas? Would be awesome to do it without scripting but I imagine it's not possible. I'm also open to finding a way to spawn just the laser targets without relying on AI JTACs if that's easier/more controllable. The scenario I have in mind is a MP coop with players flying CAS for a large AI battle. Thanks!
  7. WOW, I'm going to try this out ASAP and try and understand how the code is working. Thank you SO MUCH :D
  8. If anyone wants to give me hints, here's what I think my script needs to do overall, broken down as much as I can: 1. Find all east infantry 2. Limit to group leaders with more than two units in their group 3. Limit to group leaders within 2km of west infantry 4. Limit to the one group leader that is closest to west infantry 5. Create laser target on that group leader 6. Wait until he is dead 7. Delete laser target 8. Repeat from 1
  9. Thanks sarogahtyp! I tried your second example. I put this in initServer.sqf: And copy/pasted your second example into lasertargets.sqf. It worked pretty well, overall! A BluFor drone saw and bombed the created laser targets automatically, the targets moved as the units moved, and any dead unit's laser target was removed. There was one problem, however. I see you're trying to limit the creation of a laser target to only group leaders on side east with: But upon running in MP (from the editor) my test mission places lasertargets on all east units, group leader or not. I'm slowly learning Arma scripting syntax and formatting and everything but I don't yet know enough to know why it works that way. Could you help me? Thanks again!
  10. Thanks for the tip! I can follow basically what your code is doing, but I'm not sure where it fits into a mission. Would it go in a group's init field or should it be called from a file? How do I decide between those two, generally? Let's say I wanted to have multiple squads and only have certain squads get lased (e.g. the squad nearest any friendly unit, one at a time). Could I have a script that gets a list of all opfor groups within e.g. 2km of a blufor unit, then spawns a laser target at the closest one, one at a time?
  11. In multiplayer games with my friends, tactical ping typically only works at the beginning of the game. Eventually it stops working and nobody can see anybody else's pings. I haven't been able to figure out what defines whether any given player can see any other given player's pings. How can we ensure that all players on a side can see any tactical ping sent by any other player on the same side, throughout the entire game? The unreliability of the tactical ping is extremely annoying. Thanks for any help.
  12. Hey guys, I love the CUP. But every time I get in the Apache (of any type/faction) as pilot and turn the engine on the ATRQ immediately glitches to full damage. No other human players on my server have that problem and the AI can fly it fine. Anyone know the problem? Thanks!
  13. Jester504

    [MP][CTI-COOP] Liberation (beta)

    That worked well! Thank you! There is a small issue remaining, which is that units built at the FOB do not show up for the new Game Master. He has to use Ares' "Add Editable Objects" module for each newly built unit or vehicle, which is annoying but still worth it. Do you know a way to even get that working ideally? :D
  14. Jester504

    [MP][CTI-COOP] Liberation (beta)

    The Commander can already control AI squads through Zeus so making that more intuitive wouldn't be cheating. I just want to be able to use the squad functions that Zeus/Ares offers already because they make commanding AI much more intuitive and tactical. Besides, human players don't always like being squad leaders. I know it's possible because there are guides out there for adding full Zeus functionality back in, including placing units. I don't want that. I just want the modules and Ares back.
  15. Jester504

    [MP][CTI-COOP] Liberation (beta)

    Hi, I'm really enjoying playing vanilla Liberation on a local host with 4-5 friends. However, controlling the AI through the basic Zeus interface is extremely frustrating and limiting. I would like to modify the mission so that the Commander's Zeus interface gives him access to everything Zeus with Ares can do (except actually create new units because that's cheating). Any help is greatly appreciated. The only other advice I've seen on the subject (here) is difficult to follow with my lack of editing knowledge but seems to 1) be only for admins on a dedicated server and 2) doesn't include the Ares addon. I tried the advice in the above link by extracting the mission PBO, editing it, and playing it from the multiplayer host menu (not through the editor's play option). It seemed to completely break the mission (for example, there were no parameters options in the lobby and the Commander spawned in the south of the map, not on Chimera). I think giving the Commander much greater leeway to control friendly AI is necessary with small groups such as those I play with. Thanks
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