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snoops_213

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Everything posted by snoops_213

  1. Yeah if you look at the config one of the zoom levels in the gunners sets had been removed unfortunately. It makes it really hard to use now. Hopefully they will re add it, as well as adding the man type sensor (along the gun axis) which helps the AI no end, and removing the radar which can bork the AI. It's gone because the launcher now uses missiles which I believe don't work with the arty computer. But now ,as someone said, uses datalink to target which is pretty powerful, it can even target men if you use the AR-2 as a spotter. Now all they need to do is make AI use indirect weapons over terrain and AI artillery will be a real option. Ai have no problem with it over flat terrain out to 16km (engine locking limit?) But put a terrain obstacle in its way and no more with out scripts or user input.
  2. It is possible but it doesn't work. I have test missiles set up and beyond 16km the AI won't engage and the missiles won't lock. The arty pieces have up to 50km range set up (vanilla config) yet won't engage beyond 16km(without user input). The vanilla maps are not really a problem but there is a bunch of user maps that are truly big enough.
  3. What was the solution? Does the vehicles side now get distinguished at longer ranges?If so, will enemies now be shown red on the tactical display? And is it possible to look at increasing locking distance beyond the 16km mark please?
  4. The problem seems to stem from the way the data link and sensors share info. ** The target type on Sensor display allowed us to remove the name tag from mark and lock symbols in 3D. Together with it - and this has a major gameplay impact - is gone the automatic red coloring of enemies. Enemy confirmation - you've probably noticed the enemy symbology. That's for confirmed enemies only. What's that? We plan to add scripts that you could utilize to have entities confirmed as enemies by any way you find useful. Target Recognition - currently the sensor recognizes the target almost immediately. We had ideas about delays or variable recognition distances based on the sensor. This is from the Sensor and Weapons thread. What im finding is the vehicle sharing the data needs to basically come under fire from the target before it sends the targets side info via data link. I couldnt find the script commands to confirm the enemy on the tactical display, so i tried, this addRating -10000, on an enemy plane and all of a sudden it shows red on the tactical display at the maximum range and then the SAM sites started to engage when the plane came into range. Problem with this obviously is that everyone will attack everyone else on the same side. I believe this is why its taking so long for SAMs to engage. There is a config entry to identify at what range targets are identified, but that seems to only id the type of plane/vehicle not the side of it. Hopefully they figure out a way to solve this. Maybe a new config setting is needed to set at what range a sensor identifies target's side, and reporting it on the tactical display as an enemy once confirmed.
  5. @oukej can you look at increasing the maximum locking range? Currently nothing will lock over 16km even if the weapon system is configured for further range. Is there a way to remove the restriction with the AI not firing over terrain with indirect weapons?
  6. It looks like a LG mlrs rocket with the cruise mode set, probably a custom missile for testing. The LG mlrs has been implemented not sure about flight profile for it though. @oukej Not sure if this is intentional but the AR-2 doesn't see it's own laser designator therefore it doesn't report it via data link.
  7. Not sure this would work without the seeker head cone being increased enough to lock onto low flying or long range targets. Would have to test but this might also make the missile harder to evade
  8. No it can't as it uses the same 230mm rockets that the mlrs uses and they are actually configured as a shell not a missile, i guess this was done so that it could hook into the artillery computer as i believe that missiles dont play well(if at all) with the the arty computer. Tis a bit of a shame as i was kind of hoping that, with the cruise mode flight profile, we might get something that would use it. SAM sites, as people have been saying, need to have a min elevation as i've found AI like to aim almost horizontally (depending on where the target is) causing missiles to hit the ground just after launch.
  9. The problem with the SAM sites not engaging at long range is related to the AI not revealing the side of its target via the datalink straight away. The vehicle that detects the target reveals its a plane/helo or UAV via datalink but until it knows that its an enemy it will not share the side of the target. Before the sensor update the AI could detect if a long range target was friend or foe, but now they need some sort of confirmation either some other sensor or they themselves are attacked by the target. There is a script command to reveal the target via datalink, but with the introduction of longer ranged SAM maybe a new solution needs to be found. Increasing the visual detection range is one solution for the sam site but then anything in its range would be spotted and reported via datalink as well. Hopefully someone can solve this.
  10. Great addons. Love the way you can change the ships numbers! That is a cool feature. One small question, could you make a working Radar for the ship itself? I see the VLS uses the same hack as a MLRS so i take it we wont be seeing mixed AA AG loads any time soon? Can the static radars be turned off? And I've noticed that if the radar dies the Sam will still find a target and fire so what is its back up system, ir and visual?
  11. Awesome update guys! Off to go test some stuff out!
  12. Tweaked: Autoseeking missiles check target visibility (through terrain) when locking What does this mean? Will this allow missiles to be fired over terrain by AI?
  13. Great idea but AI wont use it without scripts because it won't shoot over terrain without them or player input. If BIS gave use the ability to make certain weapons use a firing algorithm that didn't take terrain into account this would be great, as well as data linked artillery units( which do work out to 16km+ with no terrain between them and the targets atm). If this was done then naval gun fire support would be on the cards to.
  14. snoops_213

    SEAD missiles by VTI

    The problem is AI will not fire over terrain even if fully aware of the target and able to engage. A player must force the ai to fire its weapons or script it. However if they have no terrain blocking it they will usually fire out to what ever the weapons max range is
  15. Receiving range of data link doesn't seem to be the problem. From all my testing it seems that its the locking range is limited to 16km for missiles even if the missile is set up for 16km+. Its weird because AI artillery rounds will engage well beyond 16km but missiles won't. @oukej will shorad missiles in current AA vehicles be getting a slight increase in their effective range? I know Sam sites are coming but they still struggle to defend themselves let alone the area they are supposed to defend. And with the introduction of ARMs coming will turning off the radar and moving defeat the missile?
  16. What was the decision behind a maddog fire mode instead of a data link enabled mode? And how do AI handle it? If I or the AI ripple off a few amraams and start killing friendlies won't it get real messy real quick? With the introduction of dedicated Sam sites data linking would be a better option, check out the USN SM-6 for example. Can be fired at targets from a ship and be targeted at anything that an E-2D or F-35 can see. The latest version of the amraam is also being fitted with this ability to so the F-35 and F-22 can be mini awacs for 4th gen fighters so they can standoff and shoot and not electronically reveal their presence. Besides no air force in the world would tell its pilots just shoot in that general direction you'll hit something, it maybe enemy it might be friendly but fuck it shoot towards it anyway. I was wondering if you could slip in a new firing solution for certain weapons that doesn't take terrain blocking the target into account. I have semi working AI artillery ( no scripts just data link) and it will engage way way out(20km+) if the target isn't blocked by terrain.
  17. Would it be possible to look at the zoom levels in the armed blackfish. With the two zoom levels currently it is difficult to get good situational awareness in most situations. There needs to be a wide area zoom level to make picking out targets and orientating with the aircraft a bit easier.
  18. This is not the forum for it but a big congratulations to Jay for all his hard work over the years to bring us the games we all here enjoy so much. Good luck with your endeavors and who knows maybe we will see you return in a few years with even more experience to bring back to the team(s). Now back on track, the latest sitrep mentions a wind down in a3 but with some experimental things maybe popping up. I know its still early but would any of these experimental things be solely for the RV engine or would some of the tech be used in enfusion in some capacity? Are you still open to suggestions/ideas on how to improve the base game as well as areas to possibly experiment with? There are, I feel, so many areas touched apon and nearly completed and opportunities just waiting to be explored that would make the sandbox a little bigger and more varied. Looking forward to seeing what you guys come up with for us to blow up :)
  19. snoops_213

    T-140 Angara Active Protection System?

    Yes these systems are present on the vehicles visually but they are not used by the game. APS was left out of the DLC because they thought they couldnt get it to work properly. You'll also notice that rpg and maaws wont show up on the vehicle radar, because the system uses an eventhandler that sets everything off when a missile is locked and launched, SACLOS missiles and rockets wont trigger a warning, so i guess charging head first into battle might not be the best tactictry hit and run tactics or find good cover first
  20. snoops_213

    AI Discussion (dev branch)

    Oh shit new ai in arma4 confirmed lol Back to arma 3 ai any chance of looking at the loiter wp and making ai stick to it better ie following the set direction properly and not doing its own thing after a while. Would massively help the blackfish, as would adding the man sensor and removing the radar. The radar makes them go nuts when they spot a target. The man sensor aligned to one of the guns and the ai in a loiter pattern actually engage men and vehicles without the need for any player interaction. Changing the 105mm ammo to HE instead if HEAT would help too and flag the ammo for use against AI. As for the ww2 dive bombing I know it probably won't be fixed in a3 but can you at least look at changing the heights they start the dive and the height they pull out if it? At least try to make them stay away from small arms fire
  21. Can you enlighten me a bit more in how this works? Is the laser auto detected by the engine not the laser designator being a sensor enabled weapon? Would it be possible to have data link enabled hand devices that can share data? I've been trying but with no success
  22. This is bloody awesome. Going to go dig up some old projects now and see if this helps! One thing about the DL in the vehicles is atm it is a bit pointless unless some sensor equipped vehicle (AA vehicle or planes) is present as the tanks/apc's dont seem to have any sensors defined of their own, which is needed to report enemies via DL. Another thing i'd love to see changed if possible is NLOS weapons/missiles not actually need LOS. I tested the MGS's atgm with AI and in VR no problems but on a terrain island the AI refuses to fire its weapon over a hill (unless ordered to by player). Some weapons/missiles should have the LOS algorithm taken out of the firing solution so AI will use them properly.
  23. Can you take a look at the blackfish 105mm ammo. It appears that its a HEAT round with little to no splash range where it should be a HE round with a decent area effect. The other thing I'm noticing is AI won't always obey the loiter direction in the loiter waypoint or if it does after a while it ends up going the opposite direction.
  24. 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.
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