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Strike_NOR

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Everything posted by Strike_NOR

  1. Maybe a simple script or hidden options in the vehicle config could disable/enable various modes. I think forcing NV mode to all TGP is an equally arrogant request. That you want only NV for a possible mission you may make should trump other opinions supported by real life TGP examples? Pilots use Night Vision goggles during night ops to see laser pointers and strobes, and of course to generally see better.
  2. Strike_NOR

    Audio Tweaking (dev branch)

    RHS Escalation has some RPG rocket sounds that makes them whiizzzzz :) But they are still missing from missiles :)
  3. Strike_NOR

    Audio Tweaking (dev branch)

    +1 I would really like to see sounds for missiles too.. Currently the launcher makes a firing sound that simply does not carry over to the rocket motor of the missile after launch. It would be nice to hear a wooosh from the rocket/missile while the engine is burning. An RPG-style rocket that only uses a sustainer would also be nice to have a sound from, like a whizz or subtler swoosh sound. It would allow for that "oh sh...." moment :P You can listen here too, before impact.. Eeerie sound :)
  4. I think you can "synthesize" a CCRP mode for laser guided bombs... It would be to remove the white target box with diamond you normally see, and replace with an audible tone, or as I suggested, flashing HUD symbology with "launch" or "release" (you get the gist). It could probably easily be coupled with a vertical line that shows in the HUD. Just fly towards that until hud flashes basically. Flashing HUD indicates firing solution (means bomb has found target and will track)
  5. In real life it would work something like this: -Put aircraft targeting pod in "Laser Spot Track", where it will actively seek for a Laser designation. -Fly aircraft towards target area -> targeting pod should pick up laser and "slave" (command) targeting pod sensor to look at laser spot. -This is indicated in the aircraft HUD, to tell pilot where to steer aircraft. -Aircraft computes CCRP (Continuously Calculated Release Point) which is when to drop while flying over the target. -Squeeze and hold weapon release button until aircraft automatically drops bomb. In Arma, it would be nice if it just made a laser target marker appear on sensor screen, select it with cycle targets, then follow HUD or sensor indicators to a "overfly" point. I would absolutely love if they just made the HUD symbology start blinking once there is a good firing solution. Then all you as an ARMA player would have to do is just: Fly towards target area Wait for laser target to appear on sensor hud Select laser target Follow the compass on the sensor hudn (or Aircraft cockpit HUD would be better) to fly directly over the target See flashing HUD symbology (maybe with giant "shoot" or "release" text) Drop Bomb Profit
  6. Strike_NOR

    Audio Tweaking (dev branch)

    Wow. That is very believable!!! Just amazing. I hope that sound is loud. A jet can often be heard from 20-30.000 feet :) Imagine having a high speed bombrun where just as you are starting to hear the sound of the jet, a GBU comes crashing down! Whoooooaaaaaaaaa . I have probably heard over 10.000 takeoffs in my career and this video gave me a serious chill. I really wanted this for ARMA. BI if you are listening.... Wow. Just wow! (Listens to wipeout flyby's over and over). Oh,and don't be afraid to experience with loudness. Real jets make a LOT of noise, especially at typical ARMA 3 altitudes. They can easily deafen the battlefield if they are flying close with high power settings.
  7. Strike_NOR

    Jets - Hitpoints

    Hello! I would like to chip in with a few suggestions! I actually work with aircraft systems, from Power Plant to fuel systems, landing gear, flight controls, air conditioning and more. I hope I can be of good use and a resource to the new damage mechanics. What I would like to share is a few simple but immersive hitpoint changes/additions to ARMA jets. All of my ideas will be heavily oriented around real-life aircraft system design, with regards to the arma 3 engine limits and timeframe before DLC release! First of all, thank you Bohemia for looking into jets. When I first heard "jets DLC" I was just imagining new vehicles. I never imagined you would look into sensors, hitpoints and everything else, so big thanks! The stuff you are implementing now is going to seriously up the game immersion, quality and balance. Current (RC) Damage types: Hull Eng Fuel FCS INST GEAR I suggest changing them a little. You may or may not agree with this, but aircraft systems-wise it makes sense: Suggested new Damage types: FUS (Fuselage) ENG (Engine(s)) FUEL (Fuel systems) FLCS (Flight Control Systems - also prevents mixing with Fire Control System (FCS)) ELEC (Electrical systems) HYD (Hydraulic systems) The new damage types may cover a broader range of failures, that addon makers may have control over. Many of them are still unchanged, but some make more sense. I will explain what I envision to be typical experiences for the player when various systems take damage. Now let's imagine each system has 3 damage states (white, yellow, red), and if FUS reaches 100% dmg it causes vehicle destruction, the following are examples and thoughts around the various effects ingame: Since white damage state is normal system operation, I have not listed that state for each damage type. FUSELAGE: The fuselage is the vehicles airframe/structure. It is what keeps the aircraft together so it only makes sense that if this part is fully damaged, the aircraft will be destroyed. I only suggest changing name from HULL because one rarely refers to the aircraft body as HULL in real life, it's called fuselage. If you want to keep HULL for consistency purposes with other vehicles I get that. Projectiles, explosives and fire will also damage the hull. Crash into terrain/objects will damage the hull. In real life, flying into objects/terrain usually results in total loss of aircraft. Controlled landings on flat surfaces with gear up (or down), however, may actually be survivable. I already believe ARMA 3 does a few basic things right here. Correct me if I am wrong, but It appears to me that both vehicle and passengers take damage proportional to the acceleration (G-forces). So if you smash hard into something, vehicle may actually survive, but crew die. I would like to see survivable gear-up landings in flat terrain, where the player can "softly" skid the aircraft along the ground. Would be extra immersive with the "dirt trail" objects spawning behind. A gear up landing would prevent gear operation (so the plane can't bounce up again and taxi around). Damage states: Yellow: <50% HP Red: <25% HP ENGINE: The engine(s) are the vehicles only means of propulsion. Single engine craft have a weakness over twin engine craft. They are way more vulnerable to battle damage, because you only have one engine to rely on. I think Arma 3 should reflect this by having the engine damage parameter act according to the number of engines on the aircraft. For instance by adjusting how much thrust is lost with engine damage. A single engine plane may lose 50% thrust from some light damage, while a twin engine plane may only lose 25% of thrust. Damage states: Yellow: Reduced engine thrust, increased engine smoke effects. Red: Further reduced engine thrust + Random low chance of: Fire and/or random high chance of Shutdown. (Randomness optional if predictability is favorable). FUEL SYSTEM: The aircraft fuel system is responsible for safe storage and delivery of fuel to aircraft engines. It is one of the major concerns of every aircraft designer, as well as pilots. The well known quote that describes aviation fuel well is "The only time you have too much fuel, is when you're on fire". Hence I think aircraft fire probability should be linked to fuel tank contents and damage. Damage states: Yellow: Fuel tank leakage at low rate (should empty a full aircraft in <10 minutes) Red: Random low chance of aircraft fire, random low chance of unusable fuel (cut fuel quantity in half to simulate ruptured tank/destroyed plumbing or defective pumps), random medium chance of increased leak rate. FLCS: The Flight Control System is responsible for maneuvering the aircraft in all axes, but also deploying speedbrakes and high lift devices such as flaps/slats. On some aircraft this is accomplished by use of mechanical links (conventional system) or by use of Fly-By-Wire technology, where computers assist pilots in controlling the aircraft by use of electrical connections and hydraulics. In ARMA 3, damage to flight controls should render certain functions inoperable or stuck. Damage states: Yellow: Random high chance of control surface/flap/speedbrake inoperability. Primary flight controls are usually fail-safe to a center position to avoid constant control input if control of a surface is "lost". Reduced aircraft control. Red: Random high chance of further control surface inoperability, random low chance of total control loss (current input when damage occurs will be "frozen"/uncontrollable roll/all center"). ELEC: The Electrical system is responsible for delivering power to all aircraft systems for control and operation. Usually, these systems are divided into essential/non-essential/emergency "buses" and utilize "shedding", which means that if power delivery is unstable/reduced only the most vital electrical systems will continue to operate. For combat aircraft this usually means degraded instrument, mission computer and weapon systems performance. Damage states: Yellow: Random high chance that certain things fail such as: HUD, Radar, Radar Warning System, Weapon systems, Sensors, Lights Red: Total guaranteed failure of all HUD, Radar, Radar Warning System, Weapon systems, Sensors, Lights etc. HYD: The Hydraulic system, if installed, is usually responsible for operating landing gear in most aircraft. In modern combat and larger aircraft, it is usually also responsible for operating flight controls as well. For this reason, hydraulic systems are often redundant, which means an aircraft has at least two systems. It doesn't need to be simulated like that in ArmA due to complexity, but the damage effects may try to simulate that: Damage states: Yellow: Random medium chance that landing gear can not retract, random low chance that flight controls become sluggish (if FLCS has HYD dependency), random medium chance flaps do not work. Red: Landing gear does not operate, random high chance that flight controls become inoperative (if FLCS has HYD dependency). Damage effects: Fuel/Fuselage fire: If fuel system causes fire, the fuselage will take much steady damage for as long as there are fuel contents in aircraft. A fireball should spawn somewhere around the fuel hitbox(es). Fuel fires will increase the rate of fuel consumption drastically. A fuel fire should drain Fuselage HP pool at a rate of about 5% HP per second. Fuel fires only extinguish if fuel quantity is depleted, and therefore are usually fatal. Engine fire: If engine causes fire, the fuselage will take less steady damage (perhaps 1-2% HP per second), but it will continue to deal damage to the engine also. Unless DEVs add a fire-extinguisher action, engine fires can be put out by shutting down, and restarting the engines in mid air. This will "reset" the fire and allow the pilot to fly to safety. Engine fires will also extinguish if aircraft fuel quantity is depleted. Fuel leak: If a fuel leak is caused, a visible gray vapor trail will spawn from the hitbox. It will be a visual cue to pilot and enemies that the fuel tanks are damaged and extra care needs to be taken. A possible addition to this feature is that for each point of damage the aircraft receives during a fuel leak, there is a risk of fuel fire. (Don't fly into small arms fire when leaking fuel). Once the fuel quantity is depleted - the leak effect stops. If airspeed is very low, the effect changes to something that looks like a normal leak (not vapor/spray). Terrain collision: If landing wheels up in a field, I would love to see the "dirt track" 3D models and some dust being kicked up. If the plane is destroyed on impact, it would be nice to see a fireball spew in the direction and velocity of the aircraft, since generally speaking the fuel contents of the aircraft would be sprayed like a "napalm bomb" :). Well, this turned into a wall of text. Sorry about that. As you can see, I have not mentioned parts breaking off, because ARMA was probably never intended for that :) . It would require a ton of modification to all addons and all current aircraft, both 3D modeling, LOD's and game code. I would not demand that from you. Also, I have played with random chances. That may or may not turn out to be the best idea. Since we can't ask for a flight simulator damage model, I thought adding random chances of failures, and throwing them into aircraft system categories, will help the players know that something is wrong. It would add some extra fun into the mix because, if it is always a fixed damage at a fixed damage threshold, you will always know what to expect. I.e if you have "yellow" damage state to fuel, it always starts leaking, then you would know to RTB. But if it is random, you would have to check, monitor fuel gauges and visually look for leaks in order to assess the danger. Also. Please feel free to ask about general aircraft systems and system redundancy (failure resistance). I have a lot of knowledge about it! Also.... Can we pleeeeeeeease have proper ejection seats with jets DLC :) Pretty please? Something like RHS made it :D Their Mi-28 Ejection sequence is awesome btw!!
  8. I just realized that I had not been trying on Dev Branch the last week. My bad. Won't be making that mistake again. What I can report though is that the new sensors are definitely a large improvement over yesterdays ArmA 3. I was seeing a lot more symbology in the HUD, both target boxes pointing towards locked air targets, and CCIP pippers etc. This is brilliant stuff. I also noted that all target info has disappeared from the 3D world. The only thing that remains is a white box. I have a question about the current state of affairs: Will it be absolutely necessary to keep the white 3D world target box overlay in the future (non-Arcade settings)? The reason I am asking is this is because I made an observation when flying yesterday. I was in the CAS Buzzard and switched radar to ON. As I was flying, I noticed a neophron on the radar UI a few degrees to the right, and hit "T" until it got locked up. Once locked, the white box appeared outside the cockpit, BUT also a small box appeared to the right on the cockpit HUD. If I flew towards the box, it eventually overlapped the Neophron, and guided me straight to it. This is very much like it works in real life. So, why keep the white box? If I recall correctly, oukej said that it was for redundant purposes for aircraft not equipped with a HUD (how would you otherwise know you had acquired a lock), but is it really so? Generally speaking, if vehicles can not overlay target data infront of the operators line of sight (such as a HUD or similar) it has other means of doing so. For the Wipeout or Neophron, this would typically be a cockpit display linked to either a Targeting Pod or a missile seeker (like the IR Maverick). Another way is by a radar scope, or other forms of sights/viewports. While these methods are extremely varied in real life, I think a few different types could cover/simulate it closely enough in ARMA. Targeting pod: By use of vehicle camera: Whatever target you lock onto, will be displayed in Thermal/TV through a PIP camera. (Maybe pip viewrange is too much of a problem). A semi-realistic way to save PIP resources, would be to have the PIP render ONLY the 3D LOD of the target at much further ranges, for identification purposes. This method probably requires a lot of work to the PIP code and may not be possible at all. It's just a suggestion. The idea is, If you get a lock and do not have the current white box overlapping it, and no info in the cockpit HUD, then you get a cameraview that shows what the target looks like through the sensors point of view. By use of in-game optics: Give the pilot the possibility to enter optics that simulate targeting pod. Ideally this could be coupled with an enhanced autopilot feature. It would basically be like giving an UAV waypoints, or a loiter command, so that the pilot can focus on using the targeting pod wihout worrying about crashing. While in targeting pod view, he can control the TGP camera to zoom, find and lock targets. He can even turn on his own laser designator and ground-stabilize it at a certain point or set it to track a vehicle. Once this is done, he can return to piloting the aircraft and releasing weapons when he has an audible lock. Because he used the TGP to identify and lock target, he knows what he is going to hit. Radar scope: By use of ingame sensor HUD: Just use the already available sensor HUD. You can see a target on it, lock it and get target information. Say you are flying a Mig-21 style plane without radar symbology and target data in the aircraft HUD. You would be looking at the radar scope, locking the target and flying towards it until you hear a steady tone. This indicates that the locked target on your display is within a firing solution and you can comfortably release the weapon, knowing it will chase the locked target you have on the sensor HUD, even if the game would not show a white box around it in the 3D world. Weapon camera: By use of vehicle camera: Like point 1. in targeting pod. Whatever you lock onto will be displayed through a PIP viewport. By use of in-game optics: When a pilot selects a weapon and locks a target, he can hit the "enter optics" button to see the weapon camera in fullscreen. The weapon camera would be like a TGP view, but without player control and limited to the weapon sensors field of view (viewcone). It would be locked to the target that the sensor has acquired and would be just for visual confirmation for the pilot. This would allow longer view distance than PIP, and cost less resources. Only disadvantage is that player can't see cockpit view any more, or control the aircraft while viewing the optics. So, that are a few different approaches to address the problem of removing the "white box" around targets in 3D view. I would absolutely love to see all weapon symbology in the cockpit HUD. For me this is like removing the crosshairs from rifles, and forcing players to use iron sights or optics, with the main difference being that rifles didn't show white target boxes. It would do the same for hand-held guided weapons. So if you wanted to lock something with the Titan AA, you could look at it outside optics view and hear the locking tone, but in order to be absolutely sure you have locked the correct target, that means you need to enter optics and see the symbology. I think this is a realistic approach and should ideally be achievable. Sorry for the long post, I just want to challenge the idea of having to keep the white target box, as it is unrealistic unless you have a "helmet mounted display".
  9. Sorry oukej! For some reason I tried this in a ARMA 2 ported aircraft. I've checked all vanilla craft and the huds are all working :) Would really like to see working HUD symbology in the future though, right now it displays some common stuff such as speed, height and attitude. It also has a working flight path marker (which is very nice) and a "boresight" function. It would be nice though with a working CCIP "pipper" for guns, rockets and bombs that is limited to HUD View. The current one that works in 3rd person also, and shows "overlayed" in the game world is still a little arcade in my opinion :) This sounds very nice! In old ArmA I assume this would probably trigger a number of events leading to situations where a soldier with a stinger would act as an early warning radar system :P not really realistic. However I would love to see air-to-air engagements that function close to this in terms of passive IR locking: (2:25 to 3:13) Notice how you do not have any range info or cues telling you to shoot, because the Fire Control System does not know the distance to target or if a hit can be guaranteed. I think this aspect is important to get right in ArmA. Because it is a viable tactic to switch off radar to go "stealthy", then when locking and firing an IR seeker, the enemy will have no clue. Just the eyesight to see missile smoke! The rest of the video showcases how it works with radar assisted tracking too (just for launching purposes, not for actual missile guidance). I also hope to see Passive, Semi-Active and Active Radar seeking missiles in ArmA too :)
  10. That's great to hear! Much hype! Aaah. Of course. I have not been messing around too much with vanilla units lately. My bad :s Yeah, that's great! :D I think I know what you're saying. I made another post in the thread about custom info for the Jets DLC. I was wondering if you could use the already implemented red-dot-sight collimator code to display the aircraft hud in a more realistic way? Currently, HUD is only aligned if you do not move the pilots head. If you use TrackIR, and look slightly to the sides, the aircraft HUD symbology does not align with the real world any more, because it does not feature a collimator. Do you know if this is possible to achieve? I was thinking more about passive locking. So you don't have to actively hit "T" in order to lock, but rather just keep the seeker pointing at the target long enough to acheive lock. The Igla or Strela launchers, for instance, basically just point at target until solid tone, then release. Is this possible within the vanilla code at the moment? If so, I didn't realize that :) This would mean that even without a steady lock, the missile may "latch" onto a heat source after launch. That's funny. My experience when shooting flares at AI is as follows: You lock an AI, then fire a missile. Immediately the AI dispenses flares, and the missile will lose lock every time. It then appears as if the AI has a cooldown before it can use flares again. If you manage to reload and fire a new missile before this cooldown, or a teammate fires while the first burst is still going, you may get a hit. It does not appear random, and feels like it can easily be "tricked" by just timing when you fire the missile. Also, AI has 20/20 superman X-ray vision coupled with 6th sense so they ALWAYS know the exact moment you fire. IR seekers are the hardest to spot in real life, because they do not emit any radio frequencies towards the target. If you fired AMRAAMS in ARMA, then I would understand, because that thing lights up a radar warning receiver in no-time. But regular IR missiles?? This could be solved in a few different ways... Either: Random chance based on AI pilot skill for IR seeker detection with flare dispensing. Field of view based, where each vehicle has a visual FOV limit, so typically behind/below/above blindspots will not alert the AI. The two of the above could be combined. Lastly, thank you so much for taking the time to read and answer. That's just fantastic! Love the game, love your work! Keep it up :)
  11. Hey oukej! I have just awoken from "the dead" in order to pitch some ideas and thoughts into the new Jets DLC. I have also written some coffee-break length material in the sensors thread that you may or may not find interesting :) . I've always wondered: Since ARMA 2, you have had functional in-cockpit "3D" Head Up displays. They seem to be displaying on an "invisible" 3D Face/Pane floating in the cockpit, so when you turn your head around with Track IR, everything quickly get's unaligned with the game world. In example: If you are strafing tanks with the Wipeout, you may see green squares on the HUD, but they don't match with the actual position of the tanks in the game world, but, if you align the hud aiming reticule with the squares, you will actually hit the target! This tells me that the in cockpit 3D-HUD display is rendered as a texture in the cockpit. In ARMA 3 you introduced for the first time, proper red-dot sights with a "collimator" feature. This means that the sight always shows where the weapon is pointing. In an aircraft hud, you use the exact same technology, but the difference is that you can display a lot more information in an aircraft HUD. Well... Here's my question: Is it possible to introduce collimator sight technology to aircraft 3D cockpits? Even if you don't make it a fully flight-simulator feature. It would still massively improve the current implementation, because sights would actually align with targets :) Edited: Do I even ARMA 3? Just realized I was flying mod aircraft. My bad. I'd like to know what you think about that :)
  12. Hello oukej! I have been playing since the days of Operation Flashpoint, and while that isn't anything special around these forums, I've been working in the air force for almost 10 years now dealing with fighter aircraft. So, as you may see my post count is record-low, but this topic has sparked my interest. What I am seeing so far is a fantastic boost to ARMA 3 that will benefit the entire sandbox simulation greatly for all players, ranging from aircraft to infantry. The main thing that comes to mind here is that even in the early days for OPF, I can still remember the frustration of getting into a civilian car in some forgotten area of the map, just to be hit by a Maverick missile 15 seconds later from a distant loitering A-10. I blame the magic radar (curses)! Hopefully, you will eliminate that, unless, you are being lased by a FAC, in which case a maverick or GBU to the face is more than welcome! "GG, FAC.... GG!". That is the reward for mastering a complex weapon system, with newly implemented sensors! I can imagine all kinds of new scenarios and addons come from this implementation, but it has to work well for everyone, both players and AI. So I would like to share a few thoughts and ideas with both you and the community! Firstly: Target identification: Even in 2017, there are a very limited amount of sensors that are capably of identifying the model and type of target you are locked on to. It's actually easier the other way around, if someone is locked to YOU. The reason for this being the enemy's "radar signature" which may be known to your forces. In this case, the vehicle carrying a "Radar Warning Receiver" may update its database regularly with new intel in order to be able to recognize threats. This may be known as "Threat detection". Advanced threat detection systems may combine threat detection with the vehicle situational awareness systems (such as a Horizontal Situiational Indicator or HSI for aircraft) and overlay information there. This means that if the vehicle has a threat detection device, it can tell you what is locked onto you, where its general direction is, and if it just pinged you, is tracking you, or is guiding something at you. With advanced systems, you may even know exactly where the enemy is, and what the known maximum range of its weapons are so that you can avoid entering its lethal range. Now, if YOU are the one scanning for enemies, chances are you must solely rely on your eyes, or the eyes of your allies. Even with a solid radar lock, if you can't visually identify an enemy, you never arm your weapons. So in order to make shot, you either have to close the distance so you can see the target yourself (with eyes or targeting pods - yes these can be used in air-to-air for identification), or you have to rely on allies. One way to bypass this is to know where all allied forces are, and assume the unknown contacts are hostile. This may add extra gameplay elements such as monitoring target height and speed. These will quickly tell you if it's a "fast mover" or a helicopter. High speed/Alt = usually a jet, while low speed/Alt = usually a helicopter. But, if you really want to make things green or red on the radar hud, and avoid "white" contacts, I have the following proposal: Realistic mode: VISUAL (eyes)/Aircraft HUD (Head Up Display): All radar contacts appear as boxes, locked targets have added diamonds. Friendly aircraft have boxes too, but with an X over, signifying it's a friendly. NO symbology whatsoever outside the aircraft cockpit HUD, unless the pilot has a helmet with helmet mounted sights. (You guys actually have working HUD's in the game, but they are redundant since the "game HUD" fills that role already. NO text whatsoever to tell the player what type of target it is, players must rely on visual feedback and the radar HUD symbology. RADAR HUD(display) and/or Helmet mounted sight: All allied contacts are green (assuming datalink (or IFF - Identify Friend or Foe) equipment is installed and will report position and type to all friendlies) All other contacts are white (assuming they are beyond visual range, and no allies with datalink (or IFF) have "revealed" them). All visually confirmed targets, detected by player or allied player with datalink/IFF are red, until target data has expired (aged a certain time), then it will be a white contact again. Option: An editor placeable tracking radar, or airborne AWACS (mod/addon) will simulate having an Early Warning/Fighter controller function that will reveal all detectable enemy air contacts as red. An added bonus of this is that if you eliminate the radar, the enemy will lose the capability to instantly reveal targets. This tracking radar may also have an option to show enemy type/model (in real life, dedicated operators can see where planes originate from and look at radar signatures to make out what type of hostile this is.) Arcade mode: Like regular vanilla arma. Magic Radar. Greens, whites, reds. They're everywhere! Secondly I'd like to bring up locking methods and symbology. I have always felt that the "in-game HUD locking" is rather lacking and very unsatisfying to use. You can essentially use the TITAN AA to point the cursor at a plane, hit "T" and wait for a magic box to appear around the target, wait for the diamond to form, then click fire and watch the missile fly, all without looking through the optics of the Titan AA. Get my point? Target locking/tracking: In real life, target locking and tracking can be carried out in numerous ways. Recent years have seen advancements in both radar and electro-optical tracking areas. ArmA has used a more or less "magic" locking system that could use some improvements. So here are a few more suggestions I think you can pull off with your tactical coding skills :) IR sensor tracking: Most notably on IR-seeking missiles, these missiles do not require a radar lock in order to fire. They may benefit from having a radar, since a radar can determine target speed, angle and distance so that the pilot can see if he has a good firing solution, but they do not need a radar. In real life, pilots can use audio feedback to determine if they have a good lock, this is the case for the AIM-9 Sidewinder and FIM-92 Stinger missiles. A certain tone or "growl" will tell the pilot if the missile has a good lock. After that, the missile uses IR contrast, and if more advanced, IR Imaging, to determine where the target is and guide onto it. It's cheap and dirty, but works very well. Since IR missiles are essentially guided by passive cameras, they are extremely hard to detect. Only advanced aircraft are equipped with UV or IR Cameras that cover a 360 degree arc. These are able to detect the rocket engine flame from missiles and give simple callouts to pilot such as "Missile, 6 o clock" etc.. IR missiles may be spoofed by flares, ground clutter or other heat sources such as other aircraft or even the sun. Anything that will mess with the seekers contrast. Flares should be more potent against low-end IR seekers, and less potent against high-end IR seekers. This also allows for smarter flare management. Maybe have options such as "Burst, single and continuous" My suggestions for better IR missiles in Arma 3: Remove IR locking symbology and replace with a audible tone system (for both shoulder fired and vehicle fired), unless the firing system incorporates a radar for target detection and range. This also eliminates the locked aircraft's capability to detect the threat completely, unless it is coming from a vehicle with an active radar. It still won't tell you if the missile has been fired though, only that you have been locked. Add IR seeker countermeasure resistance parameter to the mix. A cheap shoulder fired missile could easily be fooled by flares/sun/ground clutter, whilst an advanced IR-image seeker can tell the if it is flares or not. Basically each time an IR countermeasure is used, perform a probability test to see if IR-lock is lost or not. (This will balance the advantage of shoulder fired missiles not being detected by the locked target, against weaker seeker heads). IR seekers will lock onto ANY valid heat source (even ground if hot enough), both during target locking and during missile tracking/flight. (In example, if you are locking onto a plane that drops a burst of flares, you won't really be sure if you are actually tracking the flares or the aircraft. This forces AA-players to wait for the "sweet spot" when there are no distractions around the target, and fire. IR Jammer. I believe the Su-29/Su-25T actually have IR jammers that strobe beams of IR light in its 6 o'clock direction. This "blinds" missiles approaching from behind and causes them to veer off course. Some ARMA air and/or ground vehicle may benefit from such a system. Better countermeasure system/new modes: Burst - Fires a pair, or a small burst of pairs (like in vanilla - used when you know a missile is coming to create much distraction) Continuous - Fires a single or pair every 3-4 seconds (used when flying over likely AA threats with passive seekers (IR) to make target lock difficult) Automatic - Only available for vehicles with UV/IR Camera launch detectors. When player clicks button a normal "Burst" fires, but if missile is detected, it will automatically dispense a burst of flares. (Much like vanilla AI acts today). This was "all" I had time to write now :) I have a few tips on Radar homing missiles too. Will post those ideas later :) Also, I have some experience with computers and limited coding knowledge, so I don't think these elements are too hard to implement. As for gameplay, I think it will enhance the experience, but not make it too difficult for the playerbase to master. Besides, this kind of seeker revision will benefit all types of players, from ground to air. Magic radar is like Arma's answer to aimbot :P Please comment if you like, or want more explanation :)
  13. Strike_NOR

    J.S.R.S. 1.5

    Hello Jarhead! I just wanted to say that I really appreciate your work. I myself am working in the Air Force and spent some 1000 bullets of various guns AG3, HK416, MP5, MP7, MG3 etc and can say that the effects you are trying to recreate here are probably as close as we're ever going to get to real life firearms. The FPS script and inside building effects are top notch. I remember very well how firing the AG3 gives you the "clank" sound as the bolt hits the buffer spring in the stock. Standing next to the AG3 all you could hear was a really loud bang. I like what I'm seeing on your youtube videos, but I'm even more excited to hear the full quality sounds ingame. If I have one constructive criticism based on JSRS 1.4.3, it is that the explosions lack a little bass. I'd like to "feel" the shockwave as something goes off nearby. Of course I am using a headset so I won't be having soundwaves against my body like in real life, but the bass "thud" could be slightly more present in my honest opinion. Will help "scare" us some more for immersion. I don't know exactly how it will sound in JSRS 1.5 even though the youtube clips are very promising, but this is something I personally hope to hear in the future :) Thanks for your outstanding work!
  14. Hi GLT_Myke! Just wondering about the F-16 coming along! I'm a F-16AM (Mid-Life-Update) Crew-Chief. equivalent to your "EPAF"/"Nato" skin. I was hoping to see the APU (JFS-Jet Fuel Starter) for F-16 fanatics skinned or modelled on the correct side of the fuselage (Left Hand) and if it is to be 3D modeled with a startup sequence, the two doors should open upwards\outwards to reveal the JFS Intake\Exhaust.. In Norway it is normal during peace-time to run the JFS for a full minute prior to setting throttle to "Idle" to expand JFS life-time and ease the maintenance, but during wartime it throttle is rammed into idle as soon as JFS has spooled the main engine up to about 20-25%. The door sequence can be seen in this video(also on the LEFT side) at 0:46 At the least I'd appreciate the JFS and GUN(can't remember if gun was positioned right on the model)... but both gun and JFS are on the LEFT side :) thank you! Truly an awesome multirole fighter!
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