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Posts posted by snoops_213
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On 6/1/2021 at 4:11 PM, pierremgi said:Just a detail:
all classes "uns_A1J_navy" type have a tail hook but, all (configfile >> "CfgVehicles" >> "uns_A1J_navy..." >> "tailHook") are set to 0 instead of 1.
If you can fix that, one of these days... (I'm using it for sorting aircraft with hook or not).
Thanks
EDITED:
The jets are more gliders than irons! It's almost impossible to make them land, even at throttle to 0. Totally unrealistic. On comparison, same jets (F4 Phantom as example) don't have the same gliding ratio and/or drag with SOG Prairie fire (unique model!). Is there something that could be done? Unsung is the best mod for all Navy aircraft, with various models. That could be a must to make them a little bit more realistic about aerodynamic, adding or modifying their config data.Tail hook issue I can do not a worry. As for the F4s that's a bit trickier, I noticed the same issue and but I've not had too much trouble landing even on carriers and I've watch countless times of AI landing as well. When I get a chance I'll revisit the flight models again and see if we can do anything.
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On 6/11/2021 at 6:40 PM, ShaKodemon said:on A7-Corsair not work weapon camera (L.Ctrl+RBM), on other aircrafts work normally. is it a bug?? or you swith off this camera on this plane?
Hi there yes it's been disabled, as have all other planes that never had the capability during this time period. Targeting pods/cameras were in their infancy during this time and only very few planes had the capabilities to carry them let alone use them.
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allowmarking doesn't seem to work with datalink sensor. If for example you make a search radar even with this set to 1 it's radar data can still be used to target with. Any chance this could be looked at?
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future-compatible with non-missile equipment such as fuel tanks, pylon mounted HMG, electronics equipment,...
This is from the biki on loadouts and I know gun pods work but do fuel tanks or EW equipment work? If not possible to do this now, could we get a script command to disable turret cameras including pilotview camera that way we could at least simulate flir/targeting pods.
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Is there a hardcoded limit to radars? I know you can mod the ranges but it seems radar wont pick out a target beyond 22.5Km, even when tracking one already, it drops out beyond that range. If it is hardcoded any chance of increasing that range?
Edit: on a side note the datalink doesn't seem to suffer from this limitation I've seen targets show up beyond 70-80km away through datalink.
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Added: New waypointLoiterAltitude, setWaypointLoiterAltitude commands
Fixed: Editor waypoint loiter altitude did not broadcast to clients - FT-T126772
About to go test it out, but if this is fixed thank you so much guys and well done. Any improvements/fixes to the game from here out is much welcome and appreciated.
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37 minutes ago, Dedmen said:so on the ticket page, on feedback tracker.
ok i will use my eyes properly next time
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Is there a way to disable turrets and or pilot camera(target pods in planes)?
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So I was looking at the pylon settings page over on the biki and this kind of stood out to me
"future-compatible with non-missile equipment such as fuel tanks, pylon mounted HMG, electronics equipment,."
I know gun pods are in the game but is it possible to set up working fuel tanks and sensor pods that actually add extra fuel or targeting camera or does it have to be a scripted solution?
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On 5/29/2019 at 9:56 PM, twistking said:Well technically the z axis of the waypoint does indeed get saved (The position of the actual waypoint in space).
However the actual z axis of the aypoint has no effect on the unit behaviour.
Maybe you should add to the bug report, that the ui box with loiter altitude does not get saved.
You are right I wasn't clear enough so I've edited the feedback but not sure if it will ever get fixed or any chance of a script command for the loiter height either.
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I've posted about this bug on the feedback tracker and been told all is normal from BIS's end. Are you Dev branch? I've not tried with stable but been told that it works fine with stable branch but i have the same feeling as you about the 'hack" with the loiter waypoint
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19 minutes ago, DnA said:Campaign (or rather Contact 'Total Conversion' mode), but its designer is thinking about ways to make it as 'available' as possible. If not on release, then after hopefully. This may for example include methods for other scripts or mods to 'hook' into the system somehow. We are being rather cautious, because these systems are not MP-proven for starters.
Well that is a little disappointing, but must say not that unexpected. Hopefully something more comes of it as EW will play major part in future conflicts.
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Is the EW side of things scripted for the campaign or is it going to be part of the base game?(fingers crossed for the 2nd option)
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My first videos of some private WIP projects, nothing fancy but hope you enjoy
and
No scripts are used in either of these videos, its all AI with some config work done on the vehicles, the willie pete rounds are not fun to stand in either they are deadly.
edit: the artillery in the last video is shooting from across the other side of the VR map so about 12km+ , i just wish the AI arty firing solutions didnt take terrain blocking LOS in to account! I can only hope as we head into the experimental stage of Arma 3's life cycle.
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Looking great cant wait to try some of the new stuff thats coming.
In the mean time
This is without any scripts thats all AI doing the CAS run. As i said a while ago in the addons completed section i would like to offer what little help i can with this awesome mod. PM if your interested and i can send you the files to look at. Keep up the great work!
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Is the Ar-2 supposed to be able to report its laser designator via datalink or was this purposely left out?
@reyhard with the introduction of fx for when sub munitions are released, is it possible to change it via config or is it hardcoded?
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So finally I downloaded this mod and so far everything looks and sounds good. One thing that had me curious was your ac-47 and how AI use it, and as I expected its the same as the v-44x. I have a small solution to make it as leathal as it should be without scripts if your interested? great work guys and I hope it continues that way!
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6 hours ago, jone_kone said:Also, you dont have to use the drone. You can also use the target designator under "turrets". It is colapsible and can be carried as a backpack.
You can even just have a man with a laser designator as that will broadcast via data link as well.
As has been said before missiles don't work with the artillery computer and trying to reprogramme it to do so wouldn't be worth the effort, but what I've wondering if they could modify the firing solutions so that NLOS weapons like cruise missiles and artillery/mortars, could be used by the AI over terrain. The ai has the ability to use these weapons effectively and at long ranges without user input but its inability to do so with terrain on the map seems to be a bit of limiter on these assets as it forces us to use scripts to make them work as they should.
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14 hours ago, SuicideKing said:@Freghar possibly related ticket https://feedback.bistudio.com/T85165 ? I authored that back in Dec 2015, seem to be describing something similar. If it's the same thing, then his change seems to have crept in with v1.54.
I've also had an experience where I:
1. place a vehicle (like the Tigris) facing away from me
2. sneak up behind it, plant a demo charge3. run 50m away and hide well out of site
4. blow the charge
The crew bailed, and ran up to my exact spot and killed me, even though they shouldn't have any idea where I am. This was probably two years ago though, can't remember exactly.
This problem has been around since the ofp days. I'm sure this one has been explained by previous devs before but it is an engine limitation if I remember correctly.
@Freghar does it report to other groups or just the soldiers in the targets group? I always thought it reported to its own group members but not other groups and that a player that kills a lot of enemy AI becomes the preferred target for other groups
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33 minutes ago, Bvandiver said:I'm not sure how to datalink targets for the VLS? Can I use the remote designator possibly to identify targets for the VLS?
Yes you can. If a vehicle has a Jets DLC sensor configured, any sensor works, and its set to send data link info the VLS can target it. With the remote designator use the laser to mark the target and that will be sent via data link which you can then target and attack. AR -2 darters work to and you can even attack soldiers with the AR-2 as a spotter.
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3 hours ago, scavenjer said:Wait, where can you see this? I checked the 105mm VTOL cannon and it was still there.
In the VTOL config not the weapons config.
25 minutes ago, ski2060 said:So it was mentioned that the VLS cruise missile uses Datalink targeting. Will it lock on to targets that have been found using sensors other than Laser marking? Like an IR or Visual Sensor that has Datalink on the unit also?
So you could use a sensor mast with visual to pass target info to the VLS?Yes it will. You can even target men when using the ar-2 darter which has the man sensor. If it has/is a sensor it can transmit enough data for data linked weapons/vehicles to target it. Native AI artillery is so close its not funny. In VR world with data link I can get AI to engage up to 16km against all types of targets using data linked enabled vehicles/weapons including the new cruise missiles. But in normal islands AI won't engage over terrain without scripts or user input.
The Unsung Vietnam War Mod 3.0H - Hotel Released !!!
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Yes they were pretty advanced for their time, but note that's the HUD, not a camera pod those didn't get assigned until well after Vietnam. Having said that we do plan, at some point, to improve this area.