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chortles

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Everything posted by chortles

  1. chortles

    Arma 3 Third-Party DLC Pitch Discussion

    @Undeceived As someone who contributed to CUP and solicited on its behalf to other modders... no. From the official pitch invitation: "We'll be looking to select and publish new projects, but also existing projects that would be able to scale up in quality/quantity as a result of being published as a premium DLC. However, we'll always insist that any existing free Arma 3 addons and mods remain free. In other words, third-party DLC we publish should never replace something which was previously free." Heck, there's some content whose continued presence in CUP was conditioned on it never being monetized...
  2. chortles

    Arma 3 Third-Party DLC Pitch Discussion

    Literally two posts above yours: "Arma Premium DLC protection was not designed to handle scripted features. I would recomend to think about such package that will include at least some key content that can be protected." @armored_sheep Is that "should include a working in-game prototype delivered as an Arma 3 mod" about proposals actually a "must"? Even before armored_sheep's confirmation, I imagine that Bohemia would already have been on a case-by-case basis weighing "do we believe this will sell" against any pitches.
  3. chortles

    Arma 3 Third-Party DLC Pitch Discussion

    As far as 'contemporary' content I mainly see would-be 'national forces' packs and sometimes semi-overlapping takes on gear/factions*, versus Bohemia's much sparser 2030s factions (NATO/CTRG, CSAT, AAF, FIA, Syndikat, barely-there Gendarmerie, and most recently IDAP) to make content for. * I'm distinctly remembering three different takes on the PLA in Arma 3.
  4. Just got this error when checking out the Gendarmerie faction in the Editor today.
  5. chortles

    Changes in holster weapon .

    @M. Glade I believe that you are mistaken and the original poster was talking about placement of the primary weapon when switching to sidearms, which is gameplay-relevant irrespective of faction because it affects the sidearm draw time and thus I'd call it a legitimate issue.
  6. chortles

    Arma 3 Third-Party DLC Pitch Discussion

    @soolie Don't get your hopes too high; I for one am reassured by pettka's explanation that all third-party DLC proposals "should already include a working in-game prototype delivered as an Arma 3 mod", a requirement which far too many non-game-mode MANW entries did not meet.
  7. @oukej Any chance that we'll ever get to see the KH-3A Fenghuang get dynamic loadouts as the MQ-4A Greyhawk/K40 Ababil-3 and MQ-12 Falcon did, and/or of the Jian ATGM becoming available to other CSAT aircraft?
  8. @granQ Looking forward to that, and please feel free to PM me if you need any help with the implementation of this or of the sensors and info panels!
  9. chortles

    HAFM NAVY v1.5 Release

    Responding to this: the Jets update's pylons changes were visually mainly about getting the different underwing (and internal) weapon proxies to change, though substituting a bit for addMagazine/addWeapon in init fields/scripts; not sure what value that brings for canister/cell-contained vertical-launch missiles unless you're thinking of an in-Editor 'loadout menu GUI' like the Jets update-introduced Object - Pylon settings portion of the Attributes window.
  10. Sorry, but if you're looking in a mod's aircraft then you'll have to wait for them to update. That 'tab' is on all vanilla armed aircraft, manned and UAV, except for the CSAT (Pacific) Fenghuang drone, whereas Swedish Forces Pack's last public update ("public" here meaning Armaholic and Steam Workshop) was before the Jets DLC release so its aircraft don't have "Pylon settings" yet; I am not privy to whatever their private progress is.
  11. chortles

    Jets DLC Official Feedback

    @ss9 The IR-only Macer has been dev-acknowledged but Bohemia unfortunately hasn't announced any concrete plans for official variants with different/multiple sensors; then again, from what I can tell the IR-guided missiles aren't supposed to need an aircraft's sensors anyway except for the player's marking/selecting the target -- at least if you can't get the target lined up directly on your cursor and want to use Next target (in vehicle) -- and the in-game AMRAAM/R-77 only needs launching aircraft info (aircraft radar on) up through the weapon release. As for the Gryphon's TGP, from what I hear that's actually closer-to-authentic, with the vanilla game's jets having artificially greater limits due to the whole 'virtual' thing...
  12. Correct, in-game IR missiles are supposed to work irrespective of vehicle sensors.
  13. chortles

    Laws of War DLC Feedback

    Data lock was announced already so it was too late even before the reveal. Speaking of which, "there is just too little time until release to change anything about it" seems to have been a thing for every DLC Apex-onward, if not Helicopters and Marksmen too, which means that we can probably expect the same for Tanks' premium content too.
  14. @Jagdgeschwader "that a lot of faction mods don't even bother with" That's probably because so much of said "high quality equipment" are Chinese designs that are either exclusive to the PLA or being exported to non-Western/European/Russian forces*, yet we may both know how infrequently non-Western/Soviet hardware was modeled for the Arma series -- or heck, how infrequently specific non-Western/European/Russian forces are represented in community mods -- at least where English-only readers can see them, hence all the reskins of vanilla and/or Soviet hardware in prior 'PLA' addons for Arma 3. "itching to put China in their full glory on the field" This reminds me of a years-old claim that Chinese players were fine with Dragon Rising's PLA-as-antagonists because they also saw that game presenting the PLA as a serious, non-cartoonish opponent. * For example, the VN16 and VN18 export versions of the PLA's ZBD-05 and ZTD-05 tracked amphibious armor were delivered to the Venezuelan Marine Corps in 2014-2015, while African militaries have been operating wheeled Chinese armor such as the WMA301 vehicle.
  15. chortles

    ARMA (#) future path

    @almanzo Interestingly enough, back before Bohemia announced that Argo was getting a formal release I'd been of the assumption that the Open Prototype phase would be just a 'live' learning/training experience for developers about doing competitive/e-sports TvT, after which such a game would be made on a different engine, 'Project Argo' having been derived from Arma 3 because it was readily available. @kremator Only if VBS Blue has 'everything Arma 3 has and then some', which when I last looked at VBS3's online documentation before BISim took it all down was most certainly not the case for VBS3... @drebin052 Anyone who doesn't believe you should just look up the KOTH-post-Jets-DLC posts here and elsewhere...
  16. @Mr. Rad I confess a certain surprise at anyone wanting to update my old port in and of itself instead of taking advantage of the one in CUP Vehicles (derived from my old port) or this so-far-looking-great 'F/A-35E'! @czechu777 I am blown away (in a good way) by your F-16C HMD/HUD...
  17. @AVIBIRD 1 Train111 has the right of it, the carrier's working as presumably-intended in that only the Black Wasp II and Sentinel have the hardware with which to be launched/recovered via the game's catapult and arresting wires, and I'd believe that the Buzzard being able to take off from the carrier is but an unintended happenstance.
  18. chortles

    PAK-FA (T-50) AddOn: Work in Progress

    @LyotchikSniper You can also ask hcpookie, who I consulted with in implementing sensors and dynamic loadouts for their 'EF-2000' and VME PLA mod work.
  19. @jone_kone If you're willing to go the scripted route then one can just throw one of the game's radar-guided missile launchers/magazines onto the Cheetah/Tigris to have '35 mm' guns, radar-guided SAMs, and search/fire control radar(s) all in the same vehicle, with ranges of 7-10 km for the radar (depending on target background and radarTargetSize) while the SAMs' ranges and detect/track/lock cones will vary by your choice of SAM used in place of the default Titan Missiles.
  20. chortles

    Jet's DLC Balancing REQUIRED

    @maquez das attorney already suggested two ways in which the KOTH designers could implement the specific sort of gameplay changes that OP was looking for while remaining exclusive to KOTH, nevermind that OP never addressed the (admittedly late) question of "if your Hummingbird is so hopelessly vulnerable or you're unable to maneuver your way out of a solid lock before launch, what are you doing sticking six-to-seven people into one?"
  21. chortles

    Jet's DLC Balancing REQUIRED

    To be fair I'm not sure how this would work from a game engine perspective, unless the pod was a dummy with some 'if this pod is mounted, then IncomingMissile EH is applicable for the vehicle which has this magazine' scripting going on. Bohemia did mention the possibility of future pylons compatibility with external fuel tanks and electronic warfare equipment, but the only addition I've seen thusfar past bombs/missiles/rockets was the Twin Cannon 20 mm gun pod.
  22. Unfortunately I'm relatively certain that a lack thereof is why said parameter exists in the first place. We already know for a fact that radar cross section solely consists of the radarTargetSize value, hence the Black Wasp (Stealth) and the Shikra (Stealth)...
  23. @snoops_213 As per the biki, "The actual sensor's range is the smallest of [maxRange, resulting objectViewDistanceLimit, resulting viewDistanceLimit] but never lower than minRange", though from what I understand in the case of IR said range is then multiplied by a target vehicle's irTargetSize value, so you may want to test against ground targets with irTargetSize=1; if possible, i.e. my use of Orcas for testing sensors vs. air contacts. As for the remainder of your post, the IR and visual sensor templates' maxFogSeeThrough values are 0.995 and 0.94 respectively (although the BIKI calls 0.95 "approx. the normal visibility in fog (vis. sensor)"); the BIKI describes this parameter/value as "[a] fog threshold, sensor won't be able to see through a fog with higher value than this number", with a value of 0.1 being described as "sensor blocked by even smallest amount of fog" and -1 as "disable". Alternately, the nightRangeCoef value is a multiplier, with the BIKI describing values of 1 ("full range at night; if undef"), 0.5 ("range halved at night"), and the visual sensor template's 0 ("blind at night"). Note that in the case of IR my understanding is that a vehicle's signature is binary and static -- either detectable in a given situation (i.e. range, background, time of day, fog/overcast, etc.) or not, and the target vehicle's irTargetSize value (which affects the IR sensor's detection range) is not dynamic -- so differences in detection range due to variable such as how long the target vehicle's been warmed up, or how hot it is beyond "detectable", or the target vehicle's facing relative to the opposing sensor, seem to not be simulated, i.e. no "capable of detecting the Neophron at 5 km head on and 8 km from the rear"... unless you've found that they are? (Definitely no simulation of easier detection of targets in afterburner!)
  24. @snoops_213 I'm not sure whether the engine supports IIR (the componentType parameter takes strings but the workings of said strings are hardcoded) but there is the possibility of adding visual sensors so that thus-equipped AGMs can detect/track/lock a cold target, just like the DAGR, Skalpel, and Jian can be locked onto laser spots. Problem is, without true imaging infrared simulation or the missile's visual sensor config disabling the night range/fog coefficients, said IR/visual tracking could be defeated by overcast conditions and/or time-of-day... Would give us a bit of stand off range and promote team work with spotters on the ground, but i wont hold my breath since this thread has been unpinned I assume that sensors are now taking the back burner and only really big issues will be dealt with in the future( i hope i am wrong here) Probably accurate unfortunately, based on how little it feels like Bohemia does major overhauls of or additions to 'DLC-promoting' (key words there) features once brought to stable.
  25. @MoePlaYs As per das attorney's post above yours you can write a config mod that includes one, but I wouldn't be surprised if the omission in vanilla was intentional, seeing as there it has no sensors or a sensor display.
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