noktrum666
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PIP Adaptive/Active camouflage test
noktrum666 replied to noktrum666's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
:( I'm afraid you are absolutely right on this one... I was fooled with a simple reflection RVMAT... so basically PIP of any kind (mirrors, LCD displays etc) will work only when player is inside the vehicle... so my plans to create an active camouflage with mirrors are pointless - the effect will be exactly the same. Shame, but thanks for all your suggestions and tips, I'm sure this thread will be very useful to people experimenting with PIP. Best regards Thromp! -
PIP Adaptive/Active camouflage test
noktrum666 replied to noktrum666's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
'not sure what you mean by mirror addons ? ' Basically a sample addon of a car/helicopter with mirrors so we can open it and see how exactly are they coded in the config and what is the render texture? I have notice that mirrors on the light heli from TKOH or cars will reflect things even if player is not inside the vehicle, but monitors (like in hind or medium heli FLIR) will only work with player inside. The render might be the same, but coding must be different for that. I was thinking of performing another series of tests with the disc air vehicle but this time have it's surface coded as mirrors, not monitors... obviously for camouflage effect i would have to figure out a way to make them reflect whats behind them, not in front. Perhaps the FPS would be better. -
PIP Adaptive/Active camouflage test
noktrum666 replied to noktrum666's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Just tried it in TKOH, the PIP fps is much better. It seems that PIP fps issue i have experienced was related to ARMA 3 engine... hmmm. Not worth digging in because the camo effect generated like that is useless any way and inside the cockpit(like intended) every thing is working smooth. Hopefully sample addons with mirrors will be released in the future. That might be interesting. -
PIP Adaptive/Active camouflage test
noktrum666 replied to noktrum666's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Another approach might be what you've already mentioned - blur exhaust effect. It may by possible to convert that in to some sort of camouflage. Your FPS on that car is brilliant, if you won't mind me asking what is your value in 'renderQuality'? -
PIP Adaptive/Active camouflage test
noktrum666 replied to noktrum666's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Already tried the hide animation but that did not solved the problem... there is another solution. You see, the render effect I've used for my test flights was a monitor/display render. There is another one responsible for mirrors, and that is a different one, because mirrors in Arma 3 are reflecting stuff all the time, no matter if you are in your vehicle or not. Problems are - will it be possible to make them show whats behind them instead of reflecting whats in front, and most important how to do a bloody mirror... Creating a working display in game is a pis of cake (thanks to Take on sample heli) but mirrors... no idea... -
PIP Adaptive/Active camouflage test
noktrum666 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi guys. Just finished some testing with custom add-ons I've made for Arma 3. It was two different air vehicles using active camouflage effect that was created with PIP commands. IDEA The test was to show if this camouflage technique is of any use against human players in MP and if so, then what is the most efficient way to use it. DESIGN Both vehicles are simple shapes and their surface is made out of render texture. Basically its a in game flying display with a 'camera' recording what's behind it. VEHICLES First was my dimond/piramid triangle vehicle. Each side of the triangle is a separate monitor displaying what's directly in opposite to the inner surface of that monitor. Second is a disc. Top is displaying ground and bottom - sky. Both where tested during stance at the air base and wilderness. Also tested in motion, at high/low altitudes and speeds from 01km/h to 400km/h. Night and day TEST Static: While your vehicle is in static when on the airport or in hover, it becomes very hard to spot from above or bottom - but, unless you are not above the horizon line(from observer perspective) not from side. Side perspective is a mix of bottom and top of your environment. Other thing is you need to be inside the vehicle, if you are not inside, or AI is inside the PIP displays will just wont work(engine limitation perhaps). Motion: First of all in both cases (disc and triangle) any motion what so ever is making you much more visible than normal camo paint. That's because of two thing - first, PIP render target command is design for interior displaying only(cockpit). Out side it works, but the FPS is drastically low, so the active camo motion is terrible. Second thing is that the PIP is displaying the picture brighter than it is in reality. So in motion you are brighter and unnaturally flappy;). CONCLUSION The in game PIP technology used that way showed some interesting results not seen before but unfortunately turned out to be useless. Further more at night time the effect dose not have any masking value what so ever. So the verdict is : LOOKING NICE BUT USELESS ;) Regards! -
Hi there! Just a quick note about a small bug i have noticed. It appears that vtol 1(F-35 B) and vtol 2(AV-8B) are not working at all after downtown was installed, vtol 3 (Ospray) works in a way - one can get airborne vertically but impossible to land again ;) I have modified envelope inputs in my own addon aircrafts just to see if it will make nay difference but it has no major effect I'm afraid. Any suggestions?
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Hi people I'm currently working on a functional Aircraft mfd class based radar for my addon, and I'm not sure how to change this class RadarTargets { type = "radar"; pos0[] = {0.485, 0.4}; pos10[] = {1.225, 1.1}; points[] = {{{-0.05, -0.0472973}, 1}, {{0.05, - 0.0472973}, 1}, {{0.05, 0.0472973}, 1}, {{-0.05, 0.0472973}, 1}, {{-0.05, -0.0472973}, 1}}; }; to give me a 360 degrease perception on it(just like the radar thingy u got in the top left corner) . As u can see that's the standard radar definition from A-10 config file. Any idea how to change the above script??? Btw, why on earth I want to create a static in cockpit 360 degree radar if I already got one on my in game HUD? That's because I fly my planes with clear HUD addon:bounce3:
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Hi people I'm currently working on a functional Aircraft mfd class based radar for my addon, and I'm not sure how to change this class RadarTargets { type = "radar"; pos0[] = {0.485, 0.4}; pos10[] = {1.225, 1.1}; points[] = {{{-0.05, -0.0472973}, 1}, {{0.05, - 0.0472973}, 1}, {{0.05, 0.0472973}, 1}, {{-0.05, 0.0472973}, 1}, {{-0.05, -0.0472973}, 1}}; }; to give me a 360 degrease perception on it(just like the radar thingy u got in the top left corner) . As u can see that's the standard radar definition from A-10 config file. Any idea how to change the above script??? Btw, why on earth I want to create a static in cockpit 360 degree radar if I already got one on my in game HUD? That's because I fly my planes with clear HUD addon:bounce3:
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some do-ability questions
noktrum666 replied to x3kj's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
If it is for q number 1 it's not necessarily a "no". Have u tried the "gdtmod_helicopter_weapons" addon? It gives u, as a driver, ability to use gunners optic and his turreted weapon such as nose gun. Also gives u ability to manually guide ATGM's on targets using your optics. -
VTOL max speed in hover mode problem
noktrum666 replied to noktrum666's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Right, I've got it:yay:, this threat is to be closed now:(. For future, if any one would like to edit and experiment with VTOL 3 flight model the only way to increase its speed in hover mode is to add a statement in config file : "airbrake = 0;" For some reason when you are in hover mode with f35 or osprey you are by default on airbrake. That's the reason you will not be able to achieve speeds grater than 160 km/h. With airbrake set on 0 in config file and relative high "maxspeed" statement you will be able to increase that speed.:D -
VTOL max speed in hover mode problem
noktrum666 posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hi Since four months I've been experimenting with arma2 vtol 3 flight model(osprey). So far I've managed to create a ultra realistic coaxial rotor helicopter flight model, very much corresponding to the real world one(or ad lest DCS-BS :D). Lift, stable side flying, huge rudder authority with speeds above 100km/h and so on... BUT there is a issue. I'm wondering is it possible to increase speed in auto hover mode of a vehicle that is using that particular flight model(vtol 3). I have already tried playing with envelope and max speed values in config file, also changed my p3d geometry model, but still the top speed of my heli I'm getting in stable forward flight is no more then 180 km/h. I'm looking to get twice as much speed, but increasing above values in config file is not giving me any more speed, just corrupting already god flight parameters. Any idea how I can increase that:confused:? Was hoping there is some sort of list of commands and statements that I can use in my config file or some sort of script... help! I've already lost 4 months of my life...:(