Jump to content

snoops_213

Member
  • Content Count

    483
  • Joined

  • Last visited

  • Medals

Everything posted by snoops_213

  1. snoops_213

    The Blackfish is not powerful enough

    AI gunner issue is an easy solve, adding the man sensor component to the axis of one of the guns set to around 1200m works great. In a loiter wp set to careless and open fire the AI spot and engage men with all the weapons and dont tend to go into the stupid dive attack they usually do. As for the weapons i think they all need a slight tweak on hit range, but not by much, if the man sensor is ever officially put into the Blackfish that alone greatly helps without the need to over extend ammo range. Yes the gunners HUD/UI has been changed. Look at a spot then Lase spot ( T button or whatever you use) and your rounds will land where your sight is aimed at instead of having to lead into the target.
  2. Considering that APS is not implemented in game, none of the missiles or rockets should trigger any type of warning, unless spotted visually by the player or AI in which case pop smoke and try to hide.
  3. Whilst your at it any chance of possibly removing the radar(AI go nuts and try to strafe vehicles) and adding the man sensor aligned to one of the guns not the co pilot turret? The AI love it and they actually attack ground troops properly when in a loiter wp.
  4. Yes i know of these, what i want to know is if i can set these parameters in the individual flight profiles so we can have different dispersion areas with the one cluster munition or different glide profiles. Thanks may go try somethings out later.
  5. Do it! If this is the last real chance please take it. With the Sensor Update and now missile, bombs and weapons update don't hold back. People will adapt and change to suit. Some of the missiles/rockets need to be altered so weapon choice plays a bigger factor. Now several questions Does this mean we can have different flight profiles for bombs? ie glide bombs or even make different cluster munition spreads? Can we make our own flight profiles? If so would a missile flying up to a certain height before leaning towards its target be possible? Are weapon improvements limited to Launchers? This may belong in sensor thread but AI reaction to missiles fired at it needs to be looked at. It relies on a EH which is not affected by distance or angles . AI will fire off smoke instantly in the direction the turret is facing and seems to affect the missile not matter where the missile is coming from or distance to target. With no APS planned AI should suffer the same as players and only deploy smoke when one of the AI see a launch or missile in flight. but good job so far
  6. snoops_213

    UAV Loiter diameter/distance?

    Are you using scripts or the waypoints in the editor? In the editor place a loiter way point, close it then reopen it, scroll the bottom of the loiter waypoint, there is loiter radius and loiter Z (height) as well as which way it circles left or right. Scripts can do this as well except for loiter height from what i can find that would need to be set via flyinheight command. It will never reach the waypoint in loiter you need a trigger or activate it via script which will complete the wp and the UAV/Aircraft will move to next wp.
  7. Will go double check this, this maybe a case of me not actually using my eyes in which case ignore my last. One more quick question, can the cluster ammo use the new sensors? Ie can i make a mix of laser/radar/ir or even a man sensor based ammo( total cheat but hey shits and giggles) with autoseek enabled? Would it be using the sensor in this case or would it be just the autoseek cofig entry forcing it to the nearest target?
  8. That rocks! Can see this being useful for something ive been testing but gave up on. Is it on dev yet? And in a previous post here you mentioned that artillery cluster rounds have uxos but last time i checked they do not seem to have them, checked in game and in config i see no reference to any.
  9. Instead of removing could you adjust it so that ground vehicles don't detect incoming missiles until they are visually spotted or if thats to hard at least only a few hundred meters, since APS isn't coming for vehicles in A3? And helos only out to around 1-1.5km? Even CAS jets should have a shorter missile tracking range. The more advanced jets should stay as they are as well as the larger VTOL as it would have room for a more advanced system. With spoofed missiles would it be possible to lessen the angle they veer from target and have their on board sensor auto target anything else that comes into its sensor zone instead? Is this hardcoded or is there a config entry/entries for this? Also could this be applied to different ammo types for say AA guns or maybe even Air Burst Artillery rounds? Now for some other sensor related questions :) Regarding the VTOL Gunships sensors, could you please look at removing the radar from it and replacing it with the MAN sensor tied to the two gunners? I have done this to it and the difference is remarkable! You can set the loiter WP (plane has to be in safe or careless other wise it goes nuts and dive bombs its targets) and it will operate as its supposed to, a slight change to the 105mm with aiAmmoUsageFlags and they even use the cannon on infantry ;) There seems to be a hard limit on locking distance of around 16km is this intentional and can it be removed? Data Link- Is there a way to attach this feature to an object other than vehicles? something like a radio or a laptop/uav terminal? Data Link- With current and future systems gearing towards a more integrated and network-centric based warfare will data link be implemented on armored vehicles in the Tanks DLC? With this and the feature above combined with the current extended map features already available in game (albeit on the easier difficulty setting) this could do as a somewhat glimpse of future combined arms warfare with a lot less effort needed to do it on your behalf. Can you clarify this a bit more please? The AI still needs a valid LOS to engage but not LOS to target? Terrain is taken into account but not objects? If terrain is taken into account would it be possible to via a config entry make said ammo/weapon use a firing solution that doesn't take terrain into account?
  10. Is it possible then not to render objects that are in the affected areas so we dont see them? On a different subject would you be able to make artillery cannons not take terrain into account with targeting and firing solutions? At the moment AI artillery will fire out to about 16km( seems to be hard limit for ai locking anything) and will shoot even with low view distance ie no los, but as soon as terrain blocks los thats it they refuse to fire even though they know where the enemy is. Im one step away from native non scripted AI artillery ( god the new datalink i fun) but this has me beat as i dont want to use scripts to force them to fire
  11. snoops_213

    Vehicle Interiors - Feedback

    I love the water temp and oil temp gauges actually work! They will increase with use and then will go back to original state when the vehicle cools down nice touch guys! Will we get a search light and some of the other things that are found on the new panel displays?
  12. Is it possible to make AI use the weapons without LOS? And without forcing them to fire the weapon with scripts? Will any of the ground vehicles be getting some of the sensors in the Tanks DLC?
  13. Yep set it up as an autonomous static vehicle, add the radar component to it and auto set the datalink in the config and its good to go. They work good! Point one wont happen has already been ruled out due to engine limitation. Point two is easy enough to do with the model, hell i use the X-44 as a test subject for this, dont look pretty but works. Point three see a page or so back someone did release one already. Not as advanced as a HARM but that couldnt happen anyway without scripting The last part is not accurate of the current situation, the missile itself has to be data linked enabled to be able to target the data linked threats, and even then they have to have a valid LOS to fire. I'd love to see an expansion of the data link features but doubt very much thats going to happen and especially not to the complexity to which you describe. My solution would be to have additional parameters under send and receive. Under send should be the ability for Air or Ground only target sending as well as sending only tracking data vs tracking plus targeting data. And similar setting under the receive parameter. The Position parameter should show the unit on the map as well as the RWR/Sensor display. With Tanks DLC in the works these and a rework of the way the map works could simulate the current /next gen battlefield networking that is becoming a big part of modern warfare. In beginner difficulty, the map auto shows everything the player sees/ knows about so it shouldnt be a stretch to have a similar "feature" added to maps in armored vehicles with a tab for an on or off option like the rest of the data link options and only vehicles should have this as man class and radio/backpacks cant use the sensors at all so infantry shouldnt have access to data link positions although it would be cool if they could. The problem is all vehicles that would require this would need some sort of "sensor" configured in order to be able to share any data. One thing that is bugging me was the removal of auto side recognition for data linked targets. I know this seems over powered and it probably is but............... is that not the point of the data linking in the first place? Was it not designed so that everyone that was hooked into the network could "see" and share everyone else's target data?
  14. So a clear LOS is still needed to fire the weapon, but not necessary to actually see the target?
  15. Is there a way to add visual fx to the point when sub ammo is created from the parent ammo? Like a small explosion or puff of smoke
  16. The problem is that man class cant use data link only vehicle classes. I've tried adding it to a radio but alas this doesnt work either. Hopefully (not holding my breath as after tanks dlc no more features will be added bring on arma4 on enfusion engine!) they will allow radios to use this tech. I have data linked arty units that love when drones spot remote targets they go to town, as in non scripted AI artillery. What would be good is if some other vehicles could be fitted with some of the new sensors and made data link capable for the battle space like the ones currently used or being brought online. The current data link + extended map features simulate this very well but at higher difficulty levels extended map info is turned off, maybe if a vehicle has data link on extened maps could be turned on? Definitely shouldn't be countered by smoke only by turning radar off. But its part of a larger problem of vehicles know exactly when they have been fired at even if they can't see the launcher and launch counter measures straight away. It should be only if a crew member spots incoming missiles should CMs be used.
  17. Will you teach the AI to use the cluster muntions? I've been testing it and they wont drop bombs(mk82 they do but they always drop well short of the target). And can the new sensors be used on the sub muntions to create an guided at rounds?
  18. Is the setup for sub ammo the same as it is for artillery? Ie can we set different sub ammo types and the percentage of the mix? Whats the current difference in the cluster bombs?
  19. Todays editor updates are really handy! Didnt realize how useful this would be. On a different note any chance that you could look at the loiter waypoint? seems that the radius value will save but the Z value will always reset to the default -1 (default flying height).
  20. Has anyone noticed if you place a loiter wp and set the height and radius it doesnt save the height only radius?
  21. snoops_213

    AI Discussion (dev branch)

    Yeah i've noticed this as well, to the point in one mission i had 3 men (ai) get past two attacking squads and go kill the mortar team over a 1km away, took me a while to figure out half during testing why the arty stopped working. Im sure its the rounds they react to because they dont seem to become aware until impact of the rounds.
  22. Just did a quick test with the wipeout so ir/visual only and set view distance 2000m and obj draw to 1600m and i had no sensor contact moving ground targets until obj draw distance (maybe slightly beyond but not much if any) and tried 4000m/1600m and same thing, which it should do since these sensors require a visual target. Which sensors seem to be the problem or am i missing the point? Then again since i dont really do mp much maybe its different mp wise( i doubt that though). Yeah i dont think it could support IIR, but that is an intresting solution, could those coefficients be adjusted to seeker range instead of disabled? Hopefully some of these sensors will come to the ground vehicles. Datalink sharing requires a vehicle to have a sensor component of some sort and the datalink tech would go quite nicely with the tanks dlc kind of like blue force tracking or similar.
  23. Thats a bit strange mine was originally 128+512 only(BIS config), so i added the 64 to make 64 + 128 + 512. Very strange the 256 is in there at all, as you pointed out thats for air targets lol. It is and it isn't. Radar and radar guide munitions sure not a problem, but the ATGM's are all visual sensor weapons hence them being restricted to objects that are drawn. What might be a compromise is if the tgp/seeker heads be cued by the radar, that way they are already lined up with the target and as soon as its visible you can target and launch without having to search for it. The other thing that would be good for the macers would be the ability to manually lock the seeker head onto an object using the area/ point "lock" feature of the TGP, whether its hot or cold, and it attack that target. The Macers are IR guided and the real life counter parts are actually IIR which doesnt require a "hot" target to be aimed and guided. Hopefully they come up with some sort of solution for this type of system. Aircraft IR sensors should only work BVR against air targets, its easier for the IR sensor to pick out the heat of a plane against the freezing background BVR, than it is the heat of a ground vehicle BVR. But I do get your frustration when its regarding MP. The other thing that I would love to see but will probably never make A3 is GPS guidance, where the pilot has to enter the GPS coordinates manually in a UI panel, not point and click. Would give us a bit of stand off range and promote team work with spotters on the ground, but i wont hold my breath since this thread has been unpinned I assume that sensors are now taking the back burner and only really big issues will be dealt with in the future( i hope i am wrong here)
  24. Going back to this in relation to AI artillery and i beg to differ :) turns out man sensor will not display man class targets via datalink but it does still transmit its targets via the datalink that are targetable with artillery units properly set up for it, albeit a bit crude as in it wont lead the targets but it'll try to walk rounds onto its target and stationary ones are toast. Max range seems to be about 16km in VR but when i transfer it to a "proper" map ranges seems to be a lot shorter which makes me wonder if terrain affects the datalink somehow? It still "sees" the targets from around the same ranges but wont fire until a fair bit closer, maybe my stupid config skills could be playing a part lol. @das attorney have you made a custom 105mm round for it? Try it and find aiAmmoUsageFlags and put 64 in it, this will make ai use the cannon against troops.
  25. You are right about the fusion sensors but we dont get quite enough info or clearer info of the targets on our display. Air targets that actively emit a radar should be classified straight away as either friendly enemy or neutral and the vehicle type that it belongs to with a designation under the contact. Ground targets should be classified by their type ie armored soft artillery(including aa with radar inactive) with their own unique target symbols and only fully identified when visual id is made or if a radar is active from the target ie aa. Data linked targets should also be broken down into this as only known targets are shared. And as for rwr the newest ones are extremely powerful. They will not only give you direction they can range and track out to 250nm+ well beyond radar range but will also classify according to emissions, and apparently can get enough info to cue an amraam launch. They can also cue radar for where to look and prioritize what target should get most radar time. While this is way to much detail i dont see the current rwr as overpowered at all. What i do have a bit of an issue with is ground vehicles have the same type of rwr sensor without the aps to go with it. I know it looks cool when AI vehicles pop smoke in battle, but that shouldn't happen if the ai hasn't seen the missile. As it is they pop smoke as soon as the guided missile is launched no matter the range, even if it had an APS system it shouldnt kick in until very close to the vehicle. @ss9 none of the weapons in game have been set up with the data link sensor yet. And atm is pobably a good thing. While locking range seems to be limited by the engine (around 16km) its still far enough that the islands become to small. Data link is extremely powerful and data linked missiles will shoot down a target that is being tracked by only the IR sensor, will double check this but im sure they do. And data linking range will share out to aleast 32km(will try to see how far i can go with this one day). @Oukej so ive been playing with datalink and i added it to the radio, i had hope when it loaded with no errors, but alas not to be it does nothing. I assume its something to do with the way the ai interacts with vehicles? Tried adding the sensor ui in the hopes of something but that doesnt do anything either. Would love to see this working but attached to a dedicated backpack radio.
×