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MQ-9 Reaper

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Posts posted by MQ-9 Reaper


  1. Without the GUI showing you where the tank is damaged, there is no way of knowing at the moment. How do real-life tank crews assess damage done to their vehicle?

    As far as I know, there are no hit indicators on real tanks.

    During combats, if some subsystems in the tank stop working, the tank crew will assume they have taken a damaging hit (and if some people inside the tank are wounded or killed, they will assume that the armor has been penetrated!) . After combats, tank crews will examine their tank and often they will realize that their tank has taken hits that they were not aware of.

    Tank crews inside a tank have a limited field of view and they are almost deaf, so they have a bad situational awareness. This is why the tank crew must spot the shooter at the precise moment he takes a shot at them in order to know where he is (on the left ? right ? etc..) or, even better, they must spot him before he can shoot :p.

    By the way, I like the idea of this ultra realistic mode.


  2. 72;1310877']What ARMA does not have front/back difference? Im pretty sure it has.

    Indeed.

    OFP had this system too : stronger armor on the front (turret & hull)' date=' weaker armor on the sides and back (turret & hull).

    The thing that always bugged me in OFP/ArmA is how the tanks never turn their hull in the direction of the threat in order to improve their chances of survival and also to lower their profile (like it is done IRL). During combats, tanks turn their turret towards the target (other tanks, IFVs, anti tank soldiers) but they put their hull randomely, exposing their weak sides and also making themselves a bigger target. :(

    some examples : [url']

    [/url]

  3. I already stated on the previous page that they are passive. Therefore, it is impossible to have automatic flare dispersal, because they will never show up on the RWR.

    (My last OT post in this thread concerning countermeasures in ArmA II, sorry mods)

    You are wrong, in real life, it is possible to have automatic flares deployment.

    Various systems, which do not rely on RWRs (because RWRs are useless against manpads), exist.

    Some of those systems use IR devices, others use very small radars to detect the incoming missile.

    For example: Aircrafts like the Rafale (infos here and here, i quote "automatic decoy activation", "Two-colour IR missile detector") or helicopters like the Tiger are equipped with missile launch detectors. Those devices work in the IR band and they detect the heat from the missile's booster when it is launched. Then the defensive system deploys the flares like crazy.

    @helltoupee, I agree with you and yes, the latest manpads are very deadly !


  4. No one brought up automatic countermeasures,

    (this part concerns ArmA II) I thought it was implied. I remember a helicopter mod for OFP, the helicopter would deploy flares automatically when a manpad was launched.

    The action menu of the OFP/Arma family does not facilitate the manual employment of flares either.

    but as I stated in my earlier post, MANPADs usually do not show up on an RWR.

    (this part concerns real life)Manpads never show up on an RWR because they are IR (passive) missiles. RWR means radar warning receiver, it only displays radar related threats.

    It would be impossible to dispense flares automatically.

    (this part concerns real life too)It is possible. More and more military aircrafts & helicopters, VIP planes are equipped with automated defensive systems.


  5. Good post AVIBIRD 1.

    Hit and run tactics work great too.

    I don't like too much the idea of (automatic?) countermeasures in ArmA II because, like cm said, aircrafts and helicopters have a big advantage over ground troops. The airmen should be wary of the poor guys on the ground. :p

    On the subject, I will just say that, in real life, the big majority of aircrafts and helicopters shot down by manpads never knew what hit them, so having flares is not enough. This is why nowadays modern armies equip their aircrafts with missile launch detectors. But even with MLDs and flares, it remains to be proven that the latest and most advanced manpads can be decoyed.

    Helicopters are the most vulnerable as they are low and slow (=easy targets for SAMs and manpads) so they must use terrain as cover and stay undetected until the last moment to improve their survivability.


  6. Good to know,

    Don't want to sound like I'm kind of pushing my luck far, but it would be great if you increase the AI DISPERSION values for most of weapons in order to make combat more intense and immersive.

    I have already done that for a personnal use but it would be great to see this implemented by default.

    Regards,

    TB

    It would be an excellent idea !

    maybe you could give us a tutorial too ?

    Thanks ohara for all the infos. :yay:


  7. Micro AI is definitely worth the hype, numerous vids on the web attest to this.

    The link given by Sabre Tooth Sniper shows the improvements. The firefights in the first 2 vids are really good and the AI is very convincing. I have not seen any games with better AI and firefights yet.

    The only real problem I have seen so far with the AI seems to be their driving ability : in this video it looks like there is a problem with drunk drivers in Chernaruss. ;)


  8. I don't have Arma2 yet but I have watched a lot of footage on video sharing websites and I have been very impressed by most of the sounds too.

    There are some glitches though :

    - sometimes the 3D positioning is way off (

    ),

    - birds and insects can be heard inside the tanks but also outside the tanks (with engine still running and tanks using their main gun in the vicinity)

    (for example @ 5:43, 7:04, 8:24, 8:52)

    - again, noisy birds and insects but with a dirtbike this time : video

    Despite these glitches, the atmosphere and immersion seem truly great.


  9. There are some good and some bad things in the latest Dragon Rising trailers but it is interesting and has potential.

    It looks a bit 'battlefield' though.

    I fail to like the music, notthing beats OFP:CWC music :D

    +1000

    the music in the pre E3 trailer is awful . It is so cliché it is ridiculous, it has zero substance. I'd rather hear UI sounds instead of hearing music like this.


  10. On the other hand some people in various german Forums reported that they are quite satisfied with Arma2. They love the Graphics and firefights, etc..

    One said in greman community Forums, he gives it even with bugs "8.5 of 10 points".

    It's good to read this.

    But I thought the game was not available yet in Germany maybe they bought the download version.

    Whatever the problem is, hopefully it will be resolved quickly and in a few days the german "preview" will be forgotten.

    ************************

    Thanks mr.g-c for your answer


  11. The map is quite nice. I am very happy with all the updates we receive. Good job BIS :yay:

    I hope this is how the map will look like ingame. It looks more like real topographical map than maps from OFP and Arma on which you could see every single bush and every single building (was it a shed or a toilet) or wooden fence. They were just too detailed. Using such maps was too easy and didn't give any real satisfaction.

    Yes but it was very useful for managing the squad : preparing an ambush for example. In Arma2 the AI should take cover by themselves so maybe we don't need an extremely detailed map anymore...

    Man can't wait to hear from the german gamers about Arma 2

    I hope there won't be to many campaign spoilers :P

    I agree with you on both counts.:D


  12. Thanks for the good and honest report. It looks like Arma2 is gearing up for success.

    Suppressive fire: Place the suppressive fire game logic in the area you want. Place an AI Machine Gunner and link it to the logic. Now when an OPFOR player or AI comes within range it will begin firing suppressive bursts in that area.

    The way I understand this : you must first be in the mission editor to place the game logic before your machine gunner can use suppressive fire against an enemy target. :confused:

    But during a mission, as a squad commander, can you ask your squad to use suppressive fire towards a particular direction, or area ? Or maybe the team mates will use suppressive fire automatically depending on the circumstances ?

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