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Everything posted by oukej
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Talking purely about measures yes. However considering the full dispersion it means that only some portion of the hits (50%, 80%? diameter or radius?) will probably fall within that circle. Meaning that the outermost hits can easily be spread much more.
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Also one thing to keep in mind when looking at real life references about ammo precision is that the data is often given as either 1σ or circular error probable. With that in mind (correct me if I'm wrong, please) e.g. 4 mrad will give you something like 10m extreme spread radius on 1000m.
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FoV speed sensitivity is currently being removed from the game on the Dev-branch.
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Tanks - tracked vehicles driving and handling
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Thanks! The dev-branch update didn't contain the latest changes, this should be gone with the next update. -
Caused some misunderstanding here, I'm sorry about it. We do perceive it as a bug too (and tracked it's existence back to 2007). We were dealing with it a year ago and we decided against fixing it due to risks involved in the required changes. If anything changes we'll definitely let you know.
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Jets - Sensor overhaul (Radars, IRs, Lazors, PGMs)
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
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Thanks a lot! Should be fixed soon™
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It's been the same in Arma 2 :/
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https://community.bistudio.com/wiki/Dynamic_Airport_Configuration I've fixed https://community.bistudio.com/wiki/landAt
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Jets - Sensor overhaul (Radars, IRs, Lazors, PGMs)
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Mainly the missile is now able to lock onto the target provided by the said radar. Previously was only possible in some form with autoSeekTarget. Locking also allows the AI to utilize the feature. This is simplified to a degree that the missile uses it's own seeker from the start. But this way it can lock on a target provided by datalink without requiring the launching platform to have its own radar.- 957 replies
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It was extended to work with "dynamic airports" - e.g. aircraft carrier or an "invisible strip" that you could place on a road and make the airplanes land there. The documentation seems inaccurate.
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Jets - Custom Panels (GPS, Camera feeds, ...)
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
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Completion radius isn't checked all the time in all behaviors. AI checks completion often in combat or stealth. In aware or safe the AI will always go to the precise WP position before completing it.
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Tanks - tracked vehicles driving and handling
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Nice vid ;) We're aware of this one (abrupt acceleration, tracks doing weird stuff, loss of control). -
We usually tend to scale ranges down to fit the scaling of the terrains, for performance reasons, gameplay purposes and relative balance. Instead of realistic absolute values we try to focus more on what I'd call "authentic ratios". But it's not a single universal ratio - often the bigger the munition's range is IRL the more we need to scale it down in the game. Look at radar homing missiles ;) The goal is an engagement with somewhat accurate combat roles. Everything else is subject to scaling.
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Tanks - tracked vehicles driving and handling
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Confirming and acknowledging. I can confirm that one too. As a configurable behavior (whatever mod may require it... a drone, mini tank, mechanized turtleosaurus, or just a more arcade tank mod). Vanilla commanding of MBTs will require AI driver. -
Tanks - tracked vehicles driving and handling
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Yup, that's the "RPM spike" issue...sometimes warps the tank a bit, sometimes it breaks turning or causes other glitches in the physics. It's been around for too long and it's top on our list. -
Tanks - tracked vehicles driving and handling
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
You've already noticed...just in case ;) Known issues at this point are: occasional RPM spikes during turns that can abruptly "accelerate" the vehicle occasional loss of control in turns on some tanks (move fwd or back to get out of the broken state) sometimes climbing onto vegetation before destroying it int. sound in turn out and commander view tank (hasdriver=true) can be driven from commander even without AI driver less pronounced recoil ('frozen' suspension) when stationary possibly too high neutral turn rate -
Tanks - tracked vehicles driving and handling
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
PhysX update affects all objects that use the PhysX simulation. The change of wheels contact queries from raycast to sweep has already affected all wheeled and tracked vehicles. But otherwise there's no plan to globally revisit cars' configurations at this moment. Individual changes may still happen. -
Because of the resolution of the path "nodes" the offset is set more towards center to avoid AI cutting corners. Tweaks are definitely possible, offsets have been set up prior to the driving refactoring.
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Jets - Custom Panels (GPS, Camera feeds, ...)
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
There's also few sub-classes with different UI controls. Exactly "RscCustomInfoMyCustomRadModule" class in the config root.- 200 replies
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Tanks - tracked vehicles driving and handling
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Varsuk config hasn't been changed yet Maybe changing how the player's input is handled could solve these issues. Perhaps some people in the team watched too much of youtube and didn't listen to mil. advisor's remarks about dropping tracks, ripping off idler wheels and stuff going AWOL -
Check AIpathOffset in MapXY/Data/Roads/RoadsLib.cfg. It sets the path offset from the edge of the road. (green lines)
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Tanks - tracked vehicles driving and handling
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Awesome, thanks! The issue's still there. Hoped we've at least reduced the effects - so you managed to flip it just by turning? We're trying to solve this one. Introduced by the better wheel contact queries and changed reject angles. Caused by some residual forward input. We hope to still do some tweaks in the way input is handed over to PhysX. #Tomorrow Actually Kuma has that position changed to higher point (previously the camera was more behind the tank). Higher FoV is a possibility but at a cost of some fish-eye distortion and maybe "way too good" awareness in 3PV. The RPM goes down in turns in the simulation too. Depending on the gear selected when entering the turn. Not sure we'll be able to solve it. We can't make the vehicle downshift for turns only, on the other hand the sound can go a bit around the simulation. In neutral turns this should be better. -
Tanks - tracked vehicles driving and handling
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
The first tank to look at is the MBT-52 Kuma. Fire feedback at will! Let us know what you think about its handling and the new sound. Look at steering, traction, weight shifting, suspension, transmission, "bounciness", fun, overall feel. Listen to the engine revving, tracks clucking, creaking during turns, check both 1PV and 3PV Try turning on spot (neutral turn), turning in slow and high speed, accelerating, braking, transitioning from forward drive to reverse, drifting (just a tiny bit), climbing, driving downhill, etc. Known issues are: possibly too high neutral turn rate occasional RPM spikes during turns that can abruptly "accelerate" the vehicle- 320 replies
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