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Everything posted by oukej
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Jets - Sensor overhaul (Radars, IRs, Lazors, PGMs)
oukej posted a topic in ARMA 3 - DEVELOPMENT BRANCH
Magic radar is dead, long live the feature-creep! As a part of the Jets DLC 'platform upgrade' (ie the free features available to everyone that owns Arma 3), we're releasing an early, rough version of our revisited take on electronic warfare. Part of Arma that was admittedly experiencing some red chains and needed a buff. With the upcoming Jets DLC (and thanks to your feedback) we now have a chance to overhaul big chunks of the target detection and tracking mechanics. Before we go any further, I recommend you to reset your keybinds to the A3 or Apex preset (and dump all the hours you've spent customizing them) - otherwise you'll see a lot of missing strings and unnecessary action menu entries. ;) Let's split it into three parts: mechanics, UI and assets. Target Detection & Tacking The separation of various sensor types and unification of configuration. Sensors can detect targets by Infra-red or Visible spectrum, by active radar or passive radar detection (RWR), by Laser or NV spots and there also can be a sensor for tracking small targets like individual soldiers. Common properties are ranges, angles, how well the sensors detect targets against ground or sky background, how high the target needs to be or how fast it needs to move to be detected. Some of the sensors have unique properties: IR needs the target vehicle to have actually heated up (not just engine on/off) Radar can be switched off (by default: CTRL + R) AI switches the Radar ON in Aware and Combat And Passive radar or RWR detects those that didn't do so :) Targets can now vary in their signatures too. Terrain, route planning, vehicle selection, careful radar usage now makes a big difference. More details about this will be soon available on wiki, in samples, and via an OPREP. The same system can be used for both missile seekers (ammo sensors) and vehicles. So far, we've configured only part of our vehicle ORBAT. Sensor Display & Symbology Current symbology version Prev.version The old magical radar slash compass* slash RWR is gone. It has been replaced by a brand-new synthetic Sensor Display (or Tactical Awareness or Tactical Situation Display if you wish). Yes, it's in the UI. Again, no nice display on modelled MFDs. But no unicorns either. It falls under another novelty - the Custom Info - where you'll find how to open and switch to the Sensor Display. What can be displayed: Where the targets are What type of targets What is their allegiance** Where are the threats What are the ranges of your sensors What you have assigned, marked and what is the type of marked target** And if you happen to have the radar and it's switched on then you can also see target's speed, altitude ASL and distance * Lack of compass means no functionality for relative turrets' directions. We'll bring it back via other means ASAP. ** The target type on Sensor display allowed us to remove the name tag from mark and lock symbols in 3D. Together with it - and this has a major gameplay impact - is gone the automatic red coloring of enemies. Assets -to be updated- What it can't do, what's still heavily in progress, where we need your feedback Balancing - it's rough and quite random atm. A big one where we need your playtesting and feedback. We won't push it into Main Branch anytime soon - expect at least 2 months of public testing and balancing. Enemy confirmation - you've probably noticed the enemy symbology. That's for confirmed enemies only. What's that? We plan to add scripts that you could utilize to have entities confirmed as enemies by any way you find useful. Symbology - something we're still uncertain about. Would you like the old squares vs. triangles better? Internal tests show us that the one available now in Dev Branch may be quite unintuitive. We need your feedback here. Target Recognition - currently the sensor recognizes the target almost immediately. We had ideas about delays or variable recognition distances based on the sensor. Kudos to our modders and community for feedback, shared knowledge and endless inspiration (heya, mando missile :)) And one special nod to airwarriors.com. Documentation: https://community.bistudio.com/wiki/Arma_3_Sensors- 957 replies
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Jets - Sensor overhaul (Radars, IRs, Lazors, PGMs)
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
I do enjoy some good old thread resurrection 😉 Being now on the other side now all I can do is to poke @Dedmen😉 (sorry)- 957 replies
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Tanks - Missile flight profiles and weapon improvements
oukej posted a topic in ARMA 3 - DEVELOPMENT BRANCH
Here comes another platform feature for Tanks DLC to have fun with :) Our passionate programmers have added an option to switch the fire modes when using missile launchers, bombs, etc. And more importantly, added few different ways in which the missile can reach its target. In short - you can now switch the missile's flight from a simple direct trajectory to one that better utilizes the tank's weaker armour - e.g. the notorious Top attack. We'll try to add more info as the time flies and as the features get utilized more by the game's assets. As well as we'll update the documentation so you can try out what's under the black box. Titan AT PCML Documentation: https://community.bistudio.com/wiki/Arma_3_Missile_flight_profiles- 328 replies
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Alongside our planned Jets DLC platform upgrades, we needed moar UI. But quite a big part of the ingame screen is already taken by various elements and gadgets. We realize that, despite our goal to be more 'minimalistic' with UI, we have quite a lot going on in there. We've decided to put some elements into 'generic containers'. Together with Weapon and Vehicle Info, we now have a system called 'Custom Info'. It's 'Custom' because it allows you to pick which ones you want to have displayed in game. Custom also because creates a framework for modders to use - more about that later on wiki. Before we go any further, I recommend you to reset your keybinds to A3 or Apex preset (and dump all the hours you've spent customizing them) - otherwise you'll see a lot of missing strings and unnecessary action menu entries. As a player, what you get is a system of two windows - left and right. You have actions to toggle modules inside these windows. By default: [ - next module (GPS, feed, sensor display....) on left display RCTRL + [ - toggle sub-mode (range, feed spectrum...) on left display ] - next module on right display RCTRL + ] - toggle sub-mode on right display (no default keybind) - previous module on left display (no default keybind) - previous module on right display (no default keybind) - close left display (no default keybind) - close right display You can find following modules: Navigation (if your have a GPS item or GPS is configured as integral part of your vehicle) - the navigation is now rotating. The tech is being improved, so you can expect some hickups. Slingload assistant (if your vehicle can slingload) UAV camera feed (if you have an UAV terminal) Crew list (If you are inside a vehicle) In addition - in all military aircraft - you will have a Sensor display. More about that in the Sensor Overhaul feedback thread In all tanks, APCs, MRAPs and similar 'advanced' vehicles, you will have camera feeds from other crew's positions. In attack aircraft (gunships, fighters, CAS), you will also have feeds from TGP (driver), gunner and also from a launched missile wherever applicable. The old actions for GPS, Drone feed and Slingload assistant still work and will directly switch the default window to the respective module. Enjoy, and let us know what you think!
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You're correct about the behavior and sadly it's not been exposed. It's an older mechanic (improved during A3 post release development) that makes the AI not pick a cover position in the enemy cone of fire (a kind of a beaten zone) or even just the enemy's possible fire sectors.
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They are for AIBrainSuppressionComponent. Can't check AIBrainAimingErrorComponent atm, the defaults might be different there. If you define them in the config the engine will take those.
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It can affect the "old innacuracy system" which only increases weapon dispersion for the AI. (Unlike DCE which changes actual AI aiming) To tune that you'd use aiDispersionCoefX/Y of the weapon and define different dispersion for fire modes depending on their requiredOpticType (If present, such firemode would be available to AI only if the weapon is equipped with an optic of a corresponding opticType. If not present, set to -1 as default, such firemode would be available to AI for all optics (even none)). This approach has not really been utilized in vanilla. It may still happen, without promises.
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As for the lack of feedback that the AI is suppressed - I fully agree. When the suppression was being made we already knew it wont be possible to communicate it well to the player due to our limitations back then when it comes to anim. manpower, the anim. system itself and code complexity of AI decision making. Wasn't the only time we went for "at least something" over "nothing". Whether that's generally a good bussiness idea I can't judge 😄
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@nkenny You may have found it yourself already - you can tweak the behavior via configfile >> "CfgBrains" >> "DefaultSoldierBrain" >> "Components" >> "AIBrainSuppressionComponent" maxSuppression = 1.0; worstDecreaseTime = 10.0; // in seconds for 0.0 skill bestDecreaseTime = 1.0; // in seconds for 1.0 skill SuppressionRange = 20.0; CauseFireWeight = 0.5; CauseHitWeight = 0.5; CauseExplosionWeight = 0.5; CauseBulletCloseWeight = 0.5; and configfile >> "CfgBrains" >> "DefaultSoldierBrain" >> "Components" >> "AIBrainAimingErrorComponent" maxAngularError = 0.130899694 // half of the error cone in radians maxAngularErrorTurrets = 0.087266462 // half of the error cone in radians, used for turrets worstDecreaseTime = 2.0 // how long (in seconds) it should take 0.0 skilled soldier to stabilize the aim completely bestDecreaseTime = 0.2 // how long (in seconds) it should take 1.0 skilled soldier to stabilize the aim completely lostTargetTimeMin = 0.5 // how soon after loosing sight of target, error starts to raise lostTargetTimeMax = 3.0 // how long error is raising after loosing sight of target shootingInfluence = 0.4 // importance of shooting in algorithm, multiplier movingInfluence = 1.0 // importance of moving in algorithm, multiplier turningInfluence = 1.0 // importance of turning in algorithm, multiplier damageCoef = 10.0 // importance of damage of entity, multiplier fatigueCoef = 10.0 // importance of fatigue of entity, multiplier suppressionCoef = 0.5 // importance of suppression value, multiplier lostTargetCoef = 3.0 // importance of loosing target event, multiplier Relevant properties in the cfgAmmo config are https://community.bistudio.com/wiki/CfgAmmo_Config_Reference#suppressionRadiusBulletClose https://community.bistudio.com/wiki/CfgAmmo_Config_Reference#suppressionRadiusHit shootDistraction = 1.0; // below 0 means it decreases dynamic error (DCE) which each shot, above 0 increases DCE which each shot, if the parameter is -1, the value will be calculated as 0.01 * (audibleFire^2 + visibleFire^2) All kudos go to @klamacz 😉
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With Tanks DLC one of our priorities is to improve the feeling of driving a tank or any other tracked vehicle. Refine how the vehicles perform, handle or simply how enjoyable they are. What do the improvements consist of: updated PhysX libraries to 3.4 and switched wheel contact queries from raycast to sweep. We believe the precision and reliability of terrain traversal has improved quite significantly. On the other hand it's been a change that undoubtedly affects already released content. Especially the n-wheeled vehicles and tanks. Watch out for new issues with us, please. Report anything suspicious. And if your own mod got negatively affected by the update - get in touch with us asap ;) revisited physics configuration of individual vehicles, their engines, drivetrains and suspensions. Together with new config. properties and options. revisited sound configuration, with new samples and new approaches AI tank driving - AI driving feedback topic, following up on previous AI car driving refactoring player tank commanding changed to direct control over the vehicle (test) Most of these changes are WIP, to test things and get feedback from you!
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Please, give it a go, turn it upside down, do some AI road rage, etc. 🙂 And let us know if you encounter a situation where the AI would behave even worse than before. Also big big thanks to CUP for playing with the PID and tweaking it to improve the tank driving AI!
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accuracy Please make adequate accuracy for Tank AI-gunners, against air targets
oukej replied to mickeymen's topic in ARMA 3 - DEVELOPMENT BRANCH
I am sorry, there is no configuration of different accuracy per different target type. There is - on the target side (cost & threat) and on the used ammo side (aiAmmoUsageFlags). However the cost property has unfortunately been used for different mechanics over the OFP/Arma life span and at this point it's quite an ominous thing. It can't be adjusted easily for just one of its purposes. Other problems could arise with reevaluation of the targets which doesn't happen as often.- 29 replies
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accuracy Please make adequate accuracy for Tank AI-gunners, against air targets
oukej replied to mickeymen's topic in ARMA 3 - DEVELOPMENT BRANCH
I am afraid that if we allowed the AI tank gunners to shoot at helicopters they would be too good at it and players would complain. Also the AI could easily get too fixated by any enemy helicopter and would ignore ground combat. If we wanted to balance it out by limiting their accuracy or speed of the target they can engage, we'd have to limit it for all targets, crippling the tank crew efficiency even against "normal" ground targets. So I'd rather leave it as it is. Out of curiosity - according to our advisor for Tanks DLC engaging helicopters with the cannon (+FCS) was an actual part of their gunnery training 😎- 29 replies
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No Dev-Branch update this week due to a focus on the upcoming 1.92 Update. Please, try out its Release Candidate with us this - final - weekend and let us know about any issues you encounter!
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18-04-2019 EXE rev. 145618 (game) EXE rev. 145618 (launcher) Size: ~894.5 MB DATA Added: Sand 5.56 STANAG magazines to the magazine wells Tweaked: AKSU magazine proxy replacement timing Tweaked: Adjusted camo of magazines used in the editor-placed weapons which are using magazine proxies Tweaked: Adjusted RPG-7 magazine proxy switching and slightly adjusted the proxy position Tweaked: The BLUFOR M320 does not shine so much anymore Tweaked: Increased the MX SW rate of fire to 750 rounds per minute Fixed: NATO vehicles in the Remnants of War campaign were using Pacific liveries Fixed: Typo in the function body of BIS_fnc_setDate (https://feedback.bistudio.com/T82819) Fixed: A few remaining vehicles in which it still was not possible to open the compass Fixed: CTRG story character loadouts Fixed: The Varsuk turbine was audible even when the tank had been wrecked (https://feedback.bistudio.com/T136457) Fixed: Zubr .45 ACP magazine well definition Warlords Added: You can now blacklist units the AI will purchase by using WLAIRequisitonBlacklist[] = {}; with an array of blacklisted infantry classnames in you scenario's description.ext file Added: The cost of any asset can now be changed in the scenario's description.ext file (details) Removed: Respawn backpacks from Virtual Arsenal Fixed: Static defenses no longer limit the maximum group size even when deleted Fixed: Vehicles presets in the editor would not be spawned for sectors owned from the start by BLUFOR or OPFOR Fixed: Friendly fire penalty issues Fixed: Funds transfer exploit Fixed: Sector vote calculation for dead players Eden Editor Tweaked: Added better error reporting for incompatible markers; upgraded to serialize the 3D position instead of 2D Tweaked: Increased precision of the marker position when serializing Fixed: Environmental sounds were audible in the Eden Editor after loading or starting new scenarios even if they had been disabled in preferences ENGINE Documentation of some of the changes / additions will be added soon™ Added: kickTimeout settings in the server configs Added: OnUserKicked event handler for the server configs Added: kick.txt which works in sync with the new kickTimeout server config parameter (it is stored alongside ban.txt) Added: A server config parameter lobbyIdleTime to manage players sitting idle in the mission/role selection or briefing Added: calculatePath script command Added: PathCalculated entity event handler Added: addWeaponWithAttachmentsCargo and addWeaponWithAttachmentsCargoGlobal script commands Tweaked: allowedVoteCmds extended with a 'friendly ratio' - players are kicked if enough of players of the same side vote to kick Fixed: ban.txt would sometimes be read from or written to the game root, other times the user folder. From now on, it's always the user folder. Fixed: It was not possible to write into ban.txt and kick.txt Fixed: lnbSetTooltip (https://feedback.bistudio.com/T83315) Fixed: Year would not always sync when setDate was called from the server Fixed: animatePylon and setAmmoOnPylon would not take a pylon name as an argument Fixed: Crash in the voting system Fixed: Using waitUntil with Nil made the script enter a state of infinite suspension Preliminary documentation for: kickTimeout, onUserKicked, side-votekick-ratio - https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-190-performance-binary-feedback/?do=findComment&comment=3350010 votingTimeOut, roleTimeOut, briefingTimeOut, debriefingTimeOut, lobbyIdleTimeout - https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-190-performance-binary-feedback/?do=findComment&comment=3351042 LAUNCHER Added: Creator DLC Global Mobilization is now visible as optional DLC Tweaked: Texts
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Please fix exploding vehicles when hit
oukej replied to SwissArmy1984's topic in ARMA 3 - DEVELOPMENT BRANCH
We've tried to get rid of the rollover explosions roughly around the time of the introduction of broken rotor blades. However we weren't able to fix the underlying issue of aircraft falling through the terrain (partially caused by different simulations - PhysX, Rotorlib and old Arma at the same time). So we've retained the explosions as a workaround. We don't like it either. -
09-04-2019 EXE rev. 145537 (game) EXE rev. 145540 (launcher) Size: ~1.5 GB DATA Added: Magazine proxies to the following weapons: AKM, AK-12, AKS, MX, CAR-95, TRG-21, Mk20, Mk14, RPG-7, SPAR-16 (and expanded magazine wells with additional weapons)* Added: Van (Ambulance) is now using a custom sound controller for its siren Added: getMarkerPos [markerName, preserveElevation] for working with the Z coordinate Added: BIS_fnc_markerToString, BIS_fnc_stringToMarker, BIS_fnc_stringToMarkerLocal serialization functions Added: "EmptyLoadout" config class for the creation of empty unit loadouts Added: Scripted Event Handler OnGameInterrupt Fixed: Pacific NATO and CSAT UGV groups should now have Tropical versions of UGVs Fixed: Respawn Backpacks / camps now work correctly in MP; can also be placed by Zeus Fixed: Texts for the Clear All Mines waypoint were not localized * This change allows different types (f.e. color) magazines to be loaded into the same weapon dynamically, but the NATO (Pacific) and Syndikat loadouts (characters, containers, and vehicle cargos) have changed! Warlords Added: Unless their base is under attack, all playable units are now invulnerable after respawn until they leave the base (60 seconds maximum) Added: Long-range AA defense assets (SAM sites / radars) Added: Autonomous defenses are now limited to 3 per player Added: Parameter for maximum Command Points Added: Custom offset parameter for the Defenses Added: Friendly Fire protection for requested assets (first 3 minutes after being requested) Added: Team balance parameter Changed: Most requested assets are now locked by default and can be unlocked either directly via the Action menu or through the Strategy tab in the Request menu Changed: Increased the cost of repair and ammo trucks as well as the Rhino Changed: The Subordinates limit was increased to 3 for the 64-player Altis scenario Tweaked: The cost of planes was increased Fixed: Various script errors Eden Editor Added: Loading a scenario in Eden Editor will now call the "init3DEN.sqf" script in the scenario folder (when present). This can be useful for executing scenario-specific editor functionality. Fixed: Eden Editor export to SQF was not saving vehicle appearances correctly ENGINE Fixed: Non-local tank suspension looked wrong in multiplayer Fixed: Extreme volumes are no longer possible with playSound3D Fixed: Players were not considered in the list of a trigger when they entered a vehicle of another group LAUNCHER KNOWN ISSUE: Some buttons may not have the correct tool-tips Added: DLC support in Launcher (preparing for official third-party DLC) Added: Offical Servers tab in the SERVERS category
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No Dev-Branch update last week - because the update today was worth waiting for 😉
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No Dev-Branch update last week. Paving the lot for Bohemia Sandbox instead.
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22-03-2019 EXE rev. 145470 (game) EXE rev. 145402 (launcher) Size: ~104.6 MB KNOWN ISSUE: Pop-up errors - icon_muzzle_snds_l_ca.paa and gear_acca_snds_93mmg_ca.paa not found DATA Added: Forest SoundEnvironExt for backward compatibility (it's using the same samples as forest_exp) Added: Checking of the noPop variable for Swivel Targets Changed: Expanded the Tracers module with a few extra attributes for setting a custom weapon and target for the tracers Fixed: The Tracers module was able to run out of ammo Fixed: The door on the Field Toilet and Toiletbox should work again Fixed: Adjusted STANAG 5.56 magazine height to avoid clipping with some of the magwells Fixed: RPT errors related to the VTOL_01 hit points ENGINE Added: The lightIsOn command can now be used on the same objects as the switchLight command Added: Logging of loaded addons on Linux servers Added: An improved "Session Lost" message with information about the file which has caused the disconnect (f.e. logging a PBO that was not compatible with the server data or was missing entirely) Changed: Location of cache.ch follows the "-profiles=" startup parameter now (C:\Users\*User*\AppData\Local\Arma 3\DataCache\ being the default one) Fixed: Issues with folders and creation of the cache on Linux servers Fixed: A crash in the Field Manual Fixed: A possible crash originating from the in-game HUD Fixed: A possible crash in multiplayer Fixed: RPT errors related to deprecated strings Fixed: The game did not launch if special characters (f.e. Cyrillic) were present in the user's profile path Eden Editor Fixed: create3DENComposition created objects but did not return an array (https://feedback.bistudio.com/T136400)
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When reporting issues, please, provide as much relevant technical info as possible. Feel free to PM us if the details contain sensitive info. Good general recommendations can be found here https://feedback.bistudio.com/w/ft_a3_howto/general/ Copy/paste error message System and environment of the server and of the client (dxdiag) RPT of the server and of the client (so we can see startup parameters, loaded mods in -mod and -servermods, paths, loaded addons...) Server configuration (https://community.bistudio.com/wiki/server.cfg) and server log What recommended steps you've tried and which helped/which didn't Does disabling BattlEye make any difference? Does setting verifySignatures to 0 make any difference?
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Then the PBO on the server and client may be different. I guess you're probably using Steam Workshop to autoupdate the mod ( https://steamcommunity.com/sharedfiles/filedetails/?id=501966277 ), right? In such case the mod on your side should be up-to-date. If you want to make sure you can delete and re-download both the PBOs and the BISIGNs. Otherwise please ask your server admin to clean up and update this mod on the server - both the PBOs and the KEYs.
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It can happen. That's why we mention this issue in every SPOTREP at the bottom 🙂
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..\Arma 3 Server\steam_appid.txt has to contain 107410