Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Everything posted by CANADAVE


    OPCOM - Operations Command (NEW UPDATE)

    Is it possible to play coop multiplayer? A coop global op is a dream of mine for Arma and this mod is so close!!!!
  2. Practicing my CAS using the Wipeout. After entering AREA track mode and slewing the cursor over a vehicle POINT track does not engage. Happens about 50% of the time at all ranges from 2KM out to 8KM. I've tested with stationary vehicles, hot vehicles (IR signature), cold vehicles, moving vehicles. I've tried with the different weapons selected including laser designator, MACER, GBU... I can't find a pattern as to why sometimes is locks on fine, and sometimes it doesn't enter POINT track at all. In all cases sometimes it locks into POINT mode and sometimes it doesn't. Anyone else seeing this? tips to solve or improve? The inconsistency is driving me nuts. Running vanilla.
  3. Thanks for reply. - flying any jet (I use Wipeout but have replicated using any jet targeting pod) - fly around and find an enemy vehicle (doesn't matter what vehicle - truck, tank whatever).. - Switch to targeting pod (here is a link to BIS wiki to show you default key binds for targeting pod use -> LINK) - Enter AREA track mode and find enemy vehicle (default key bind LCTRL-T) - Slew targeting pod cross hair over vehicle (moving or stationary) - targeting pod SHOULD switch from AREA mode to POINT track mode and lock on to the vehicle when the cross hair goes over the target vehicle- if the vehicle is moving the targeting pod should track the moving vehicle - sometimes (50% or more for me) the targeting pod does not switch to POINT track mode and will not lock on to vehicle

    [MP] co40 Domination!

    Hi.... first off, I'm super happy this mission is under active development again. By far this is my all-time favorite ARMA mission. Thank you! I have a question regarding spawn radius - not really Domination specific but thought I'd post here to see if an idea makes sense for a potential Domi update. I really enjoy CAS in jets - unfortunately air to ground combat in ARMA is kind of hamstrung. The problem has always been spawn radius. CAS gameplay needs large object view and spawn distance to be effective (>3-5km say). However, if you have enemy units spawning 4km around a player in a jet flying around the map performance can seriously tank. A common strategy for mission dev's is to disable enemy spawning triggered by players in jets, and instead rely on infantry players in an AO to trigger enemy spawns that the jet player can then see . This works well if enough infantry players on the map to spawn enemy units (and prevent despawn and reset) but doesn't allow for players in jets that want to work a different area of the map, or are waiting for infantry players to join. Here's a potential idea that may allow some spawning for players in jets, but may not tank server performance: - keep current spawn rules for infantry players - introduce new spawn radius with unique rules for players in jets - "pilot player" spawn radius has large distance - say up to 5km - "pilot player" spawn radius ONLY spawns vehicles / armor, or even limited specific classes of vehicles (no infantry spawning - which I'm assuming would be the bigger burden on server performance. All enemy infantry spawning would still need to be triggered by an infantry player on the ground) - "pilot player" spawn could be limited to a max number of units I am no scripter - so I don't know if any of this even works in ARMA.. Just curious on what others think. Thanks

    Speakeasy VoiceAttack profile

    Hi. Does voiceattack with this profile allow direct selection of commands in the ai action menu (command tree menu 6)? Example - unit 3 check inventory. Easier command of action tree menu is my biggest gripe right now. Hoping to see another video using latest profile to see fluidity. I use articulate. Great work.
  6. Tried for a couple of hours today - died when paradropping (chute did not open in time). Resulted in repeatedly respawning mid-paradrop falling with no chute or equipment which would result in splatting again. Would not respawn at base. - after a couple of hours of playing noticed no more search or body bag function in scroll menu for downed EI - sometimes difficult to keep civ on screen when speaking, resulting in conversation dialog off screen / not visible Questions - could not figure out how to repair vehicles. Damaged vehicles don't appear to respawn on their own. With toolkit can't repair. maybe need roles module to have an 'engineer' - is there a revive mechanic? could not revive downed player with medkit. maybe need roles module to have a 'medic' Nice polish and good balance with 3-4 players so far.... keep up the good work.

    TAC-OPS DLC discussion (speculation and hopes)

    At least it's still coming. No coop is a disappointment.
  8. Great post. Thank you. Sent from my SHIELD Tablet K1 using Tapatalk

    AI Discussion (dev branch)

    Is malden any better for ai urban traversing and pathfinding? Bis seems to highlight the urban focus of malden and indicated a new process followed for the map. Could any if this indicate possible improvements? Need to check if malden is as broken as Tanoa. Sent from my SHIELD Tablet K1 using Tapatalk


    For me I'm not interested in any more assets. I'd like to see well crafted, optimized vanilla coop scenarios using the gigabytes of assets already on my computer. Sent from my SHIELD Tablet K1 using Tapatalk
  11. I'll try that but any idea why radar would not pick up ground targets outside of 3km to 4km when approaching head on from 12km? I really think the symbology I am getting on the radar display inside of 4km is due to visual range identification. I get the same behavior on the Wipeout which has no radar. It seems like radar is not adding any sensing capability for ground targets beyond visual sensors. I must be doing something wrong or radar is not working for AG units. Thanks for replying. BTW maybe someone has a video showing radar detection of ground units at 8 - 12km or something greater than 4km? Sent from my SM-T280 using Tapatalk
  12. Placed 3 mechanized platoons on the salt flats in Altis. Set view distance and object view distance to 12KM. Turned radar on. Flew toward Salt Flats. Did not get any indication of radar contacts until under 4km. Under 4km contacts are white dots/boxes. Also show on HUD as 'dots'. Turned radar off and approached again. Same behavior - got contacts on the radar display and dots on HUD under 4km. I think these are 'visual' markers / indicators as they appear even when the radar is off. Any ideas what I'm doing wrong?
  13. Very strange. I was able to get the visual indicator in the wipeout at about ~2km, but no radar indicator in the F181. I am going to try again. Note - all I am doing is placing a crewed OPFOR artillery piece beside the runway then doing flybys with the radar active / turned on using various ranges and at various AOA (incluiding pointing nose of the aircraft right at the vehicle). I'm using a 12KM view distance and 5km object distance so I don't think this is the problem. The purpose of my evaluation was to test the radar effectivity beyond a clients set object view distance and different AOAs). Has anyone done this? is the radar effective beyond an object view distance or is it like the old simple radar where the radar can only see up to the set view distance? thx for the reply.

    Jets - HUD improvements

    I checked all new aircraft and only saw the TGP indicator on the Wipeout. I will try again to be sure. If not good to hear it is planned / in process. The only reason I suggested the heading tape marker was because I noticed that the TGP marker disappeared from HUD once the aircraft turned away from the area locked point. If the TGP marker is intended to be shown at the side of the HUD when turned away from the lock point then the heading tape marker would be redundant and not necessary (but currently I don't think that is working). Note - I will have to check dev branch but the above may be working when the TGP has a valid target locked (ground unit / object). The important missing piece is when the TGP is area locked without (necessarily) a valid ground object locked. thanks!
  15. this is the biggest roadblock in my opinion to proper Jets integration into ARMA 3. My system (4.3GHZ core and 1070GPU) can render 4-6K object view distance with satisfactory frame rate for me. Though serviceable, it is awkward for proper target acquisition time, line up etc... I think it would be a great idea to incorporate a cone of extended view distance tied to Radar and TGP visual / IR sensors.... this would solve most of the problem.
  16. I was not able to see a manually placed ground unit on any new jet radar in the editor.

    Jets - HUD improvements

    1) HUDs for all aircraft should have TGP area lock point shown. Currently only see this on wipeout (dashed circle). 2) When TGP aim point / area lock point is out of FOV of HUD, there should be an indicator (on heading tape?) on which way to steer to align TGP aim point / area lock point with FOV of HUD. Similar to how a steer point or waypoint would be handled when out of FOV of HUD. Thx
  18. - Is there a reason why only the wipeout shows where TGP is pointing / area locked on the sensor window and with a specific HUD icon? In the new jets there is no visual cone that shows where TGP is pointed or any icon on the HUD that shows the point where it is area locked. - On wipeout when TGP is area locked there is an indicator that shows up in the HUD (dashed circle) that shows the specific point on the ground to line up for CCIP or gun runs (very useful). When this area locked point is out of HUD FOV (either left or right ) there should be an indicator (maybe on the heading tape) to indicate which way to turn to bring the area lock point into the HUD FOV. Can this be added? - Does radar only work for Air targets? I could not get the Radar to find or lock ground targets. Maybe ground targets are laser and IR / TGP indicated and locked only. Thx
  19. This is great. Sling loading supplies from main base to FOB while waiting for players to join is a great 'side mission'. Sent from my SM-T280 using Tapatalk

    Combat Patrol

    Things like combat patrol and the coop campaign in apex is exactly what Arma needs more of. Not all of us like to collect gear packs and spend hours making dreamt up scenarios as the core way to enjoy the game. I want to play high quality immersive and dynamic cooperative games with friends - quickly and easily. I'm hoping CP is a step further in that direction. Sent from my A1-860 using Tapatalk
  21. Only inside the fullscreen cam. view. Sorry Oukej I did not explain correctly. I don't mean to display the image from the TGP just the POINT at which the TGP is locked to on the HUD (like a marker or cross hair or something). This is important for orientation and to align for a gun run, or CCIP run on a specific area that may not be a 'valid' lockable target like a vehicle. Currently the only way to know where the TGP is pointing while flying in cockpit view is to: 1) Lock a valid target where you get the white targeting box but this does not cover the scenario where you just have a point on the ground area locked 2) Place a user waypoint via SHIFT-CLICK on the map in the same place the TGP is area locked to and hope the server difficulty allows you to see a user marked point in game In the real A-10 (and other CAS aircraft) there is a HUD indicator (diamond, or crosshair or something) that will show up on the HUD to indicate where the TGP is looking. If the point is off of the HUD it can be at the left or right edge. Additionally in the real A-10 and other CAS aircraft the TGP area locked point is also shown on the TAD map view and top-down Radar views. This would be nice to have in ARMA but not as critical as showing a marker in the HUD. I hope this is clearer. What do you think Oukej? Thanks Dave
  22. Is targeting pod locked area ground point visible / indicated on HUD when properly oriented with dev branch improvements? is tgp locked ground point shown on radar top down view - even if only area locked to ground and not a target? can you slew tgp to point selected on radar? zoomed in tgp is critical. small mfds are not very functional until you lean in to view ie. DCS. please leave key bind for fullscreen mfd /multifunction camera. Thx.
  23. I've been playing allot with main branch TGP , it I such huge improvement to aircraft- so thanks BIS! Wondering if the next update will (or can) allow the TGP to provide a visual indicator of its current FOV / its current AREA locked position to the pilot both on HUD and as a top-down geo-location on the sensor display? Being able to reference a pilot selected reference point on the ground (even if only visible when seen within HUD FOV) is important for heads-up orientation when flying, as well as CAS support of non-locked targets (Infantry clusters etc...). Currently this can only be achieved by placing SHIFT-CLICK marker on the map and then aligning the TGP to the in-game icon (which gets disabled at some difficulties and does not deliver the true real-life functionality). Sorry if this is posted in the wrong area.

    Combat Patrol

    Thanks. How is mission setup? Briefing? Parameters and options? Combat is cool but interested in the whole experience of combat patrol. Thanks for posting. Sent from my A1-860 using Tapatalk

    Combat Patrol

    Anyone have a YouTube Link for a combat patrol session? Sent from my A1-860 using Tapatalk