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Everything posted by oukej
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Request for expansion of infantry AT assets in view of Tanks DLC
oukej replied to SuicideKing's topic in ARMA 3 - DEVELOPMENT BRANCH
You're right - in Arma the munitions with "normal" locking and guidance can lead their targets - the pursuit and lead ratio can be adjusted by ammo's property trackLead. This isn't the case with manually/SACLOS and laser guided munitions because the aimpoint (in case of manual guid.) or laser spot painted by the player doesn't have its own movement and the missile won't lead. However, if you directly "attach" the laserTarget to a vehicle via script then the missile is be able to predict and lead the target. Atm we can 'only acknowledge' this shortcoming :/ -
Request for expansion of infantry AT assets in view of Tanks DLC
oukej replied to SuicideKing's topic in ARMA 3 - DEVELOPMENT BRANCH
In what way? That it flies directly to the position you aim at and doesn't follow the beam line from the launcher? -
Jets - Custom Panels (GPS, Camera feeds, ...)
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Correct. If you want to use custom display resource then you have to have componentType = "CustomDisplayComponent"; in that specific panel component. There are no specific requirements for the linked display resource. You can start by checking e.g. class RscCustomInfoMineDetect Some useful links regarding UI https://community.bistudio.com/wiki/Category:Dialogs- 200 replies
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Single tap on the Shift key takes me to some 4% throttle which gives me ~18km/h taxi speed. If you want a more precise control I'd suggest mapping the throttle increase/decrease to a modifier (alt) + mousewheel. With that you can easily make 1% increments as well as bigger changes.
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With today's dev branch we begin to stage a bundle of changes that we collectively label as "Targeting improvements". Today is the first iteration we pushed to gather some feedback and ideas. Here's in short what you should look for: Commanding The indication of an assigned target you get as a subordinate got bolder, thicker and more visible. (subject to 'Commands' difficulty option) The assigned target is now also indicated on the map (subject to 'Extended map content' difficulty option) When the target is no longer seen by any of your squad mates it will fade and eventually disappear, so there should no longer be target icons floating over empty space (or at least not as much). Crew communication there's now a way to display where other crew members are aiming the purpose of this is mainly to ease up a bit the commander's and gunner's job - abstract the awareness and communication they'd have IRL we believe that this may be better for gameplay and also be a more intuitive way to do it instead of accurately modelling hunter-killer and slaving, which could pose several problems in multiplayer bisclaimer: as for now it may not work in all configured vehicles, try Slammer UP Weapon Systems marking a target becomes dependable on the vehicle systems and sensors (in config called scanners) - so you can mark a target and seamlessly cycle through your weapons without loosing the designation. marked target is indicated by brackets a target that is no longer in your line of sight and its position is only estimated is indicated by a dashed square once you select a weapon that can guide itself towards the target the icon will change into a full square and as soon as you get the target into your weapon launch acceptability region the weapon will start locking locked target and lock acquisition indication has got slightly changed - when a full lock is acquired you'll see a small dot in the center there's also a crossed square IFF indication when you mark a friendly target we also want to differentiate between guidance or locking on a target - and - fire control systems that only assist firing with ballistic and unguided weapons (predicted impact point, lead computing, ...) there's a new target lead indicator - currently configured for gunships, airplanes and AAAs tank FCS has also slightly changed - the correct firing solution is now indicated by a green square these systems currently allow you to mark about anything (will be fixed) Targeting pods all vanilla airplanes now feature a simple 'virtual' (not modeled) targeting pod with few elements in its UI. It can be accessed by pressing CTRL+RMB (by default) it uses a feature called "pilotCamera" (Which has already been utilized on helicopters as a static down-looking slingloading assistant camera. A configuration example can be found in the samples on Steam.) it's an early iteration (don't expect all features of it's mod counterpart (yet) Note: config examples WIP We're looking forward to your feedback!
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The bomb already can't lock on anything else than laser/IR strobe. But it can be dropped without a lock - then it flies towards a position of something that was marked by the launching vehicle and only later it seeks for laser/IR strobe. But it's probably not been the cleanest solution and we'll try to come up with a better one.
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Actually - they don't "track" a moving vehicle. They fly towards the position where the marked target was at the point of the munition release. At a given distance from that position they'll seek for something they could guide onto (a laser spot in this case). If nothing's found they'll continue flying towards that initial position. Possibility is to remove this faux "lock on after launch".
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Can you please record a video of it?
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Heya, thanks! Just tried it... yup, it's too much :)
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Jets - Sensor overhaul (Radars, IRs, Lazors, PGMs)
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Both AI and players can do that. Especially Shikra is perfectly suited for some almost grappling distance combat: good IR missiles (up to 75° off boresight), capable of being fired at an extremely short range (75m) + the airplane's 360 IR sensors (players can quickly cycle through all acquired targets via "R" - they don't have to point at a target via HMD) = serious ninja stuff- 957 replies
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Jets - Custom Panels (GPS, Camera feeds, ...)
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
It is :) However not an easy one to fix. Unless we remove the action from the menu altogether, even if the action is unbound (which we may do...)- 200 replies
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No, I'm sorry. Simulating IFF more deeply is outside of our current scope. We "assume" that all units on the same side (!=friendly ;)) have some awesome portable IFF responder. All vanilla aircrafts except of Neophron should do so already.
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Is that in Slammer? The MAX LEAD indicated that the target is going faster than what the FCS can adjust for (for Slammer that would be a target @ > 100km/h IIRC) What puzzles me is that it shows at all times and that the distance gets reset. What keys do you have the "Lase Range" action bound to?
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Works for me. Unlike e.g. Titan the NLAW should be able to lock even on cold vehicles. What was the range you were testing it on? NLAW only has a range of 600m and it has to be aimed quite precisely on the target while locking. I'm sorry but in the end this wasn't possible together with the Tanks FCS. Atm there are no further plans to add predicted line of sight guidance :(
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Thats beacuse bug i reported long time ago. Bug is very easy to fix, its beacuse allowfleeing is now 1 for all units. Choppers rather to fly little away from threat and hover nomatter what instead attack target that is shooting to it. Allowfleeing 0 is taking problem down, but as You have stated, in missions not done by us, its impossible to change this value. So.... Please BIS, change allowfleeing 1 to allowfleeing 0 at least for attack helicopters, or modify their pathfinding, so they will hover somewhere further (2 km away), so nobody would shoot them off. Blackfoot in the mission has fleeing already disabled. On my playthroughs it attacked normally. Could've been caused by the recent AI skill changes. Does is still happen for you? What difficulty/AI level are you using? Thanks for the heads-up! Same behavior is on Stable. Any idea since when you are experiencing it? The improvements and fixes in the PhysX library itself and related engine work affect all the content, including mods, right away. But we've also added some new properties and at the same time we've revisited most of the tank handling configuration. The configuration is yet to be dev-branched.
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There was an issue that depending on the user settings caused some of the missiles to have lower ranges than they should (if not capped by the view distance limit). It is fixed in the current patch. Macers should be able to lock standard sized targets @ 6km range. (Keep in mind that this can be limited by the object view distance. Only radar guided missiles can lock beyond that.)
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IRL there are also IR and IIR variants of Mavericks. Anyway, for more info you can check https://community.bistudio.com/wiki/Arma_3_Sensors and
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This particular drone has a "targeting camera". You can switch to it via LCTR+RMB. That should allow you to aim down and see the small predicted impact point cross.
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A fail-safe is already present. An issue might be if after backing up the vehicle re-plans via the same route.
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That would mean something like setSkillFinal. I'm afraid this is something that would require many exceptions and would be tricky to handle from another user's PoV (why some AI are affected by difficulty and some aren't...) AimingAccuracy skill or skillFinal? First one should always be the same (it's what you set via slider or script). The second one is after AI Level interpolation - the one actually used in simulation. Revive / incapacitation is currently a scripted/modular system with a specific MP use. Full sandbox support is definitely desired, but atm we've got no ETA. Not anytime soon. The best example is probably the aiDispersionCoef from fire mode config of a weapon. Let's have a weapon with a firemode with aiDispersionCoef 10 (ignoring the Y/X atm). But the actual coefficient that's used to increase bullet spread depends on the skill. The following table (still using that aiDispersionCoef 10) could better show the difference between then old and new state. AI's aimingAccuracy 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1 resulting coef. (old) 23.5 11 6.8 4.75 3.5 2.67 2.07 1.63 1.28 1 resulting coef. (new) 9.1 8.2 7.3 6.4 5.5 4.6 3.7 2.8 1.9 1 You can see the "most interesting" differences were happening ~ between 0.2-0.4 AI aimingAccuracy. Now we are talking about "final" skill - after taking the difficulty/AILevel into account. To put it in a better perspective - on "Recruit", with AI Level Precision @ 0.2 - an AI with raw aimingAccuracy 0.38 actually translates to 0.194 final aimingAccuracy. And with raw aimingAccuracy 0.2 (still possible via editor) = 0.01 final aimingAccuracy. You can already imagine the resulting dispersion at that value using the old interpolation ;) Broken AI. AI tends to throw a grenade at a target that the AI doesn't directly see, but it's able to estimate its position and knows it's an enemy. As for UGL - the AI should be more prone to fire them on condensed groups of soldiers or vehicles - if the probable outcome has a higher value than firing a bullet. But there might be some tweaking necessary.
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I sorry to put it this way but your post is what easily drives devs away from following threads. Not because it's criticizing our work - we love criticism that helps us improve the game. But having to explain and defend against accusations is painfully tiring. At best it only helps another bug survive another day. If you want to make your dreams a (virtual) reality -> join us https://www.bistudio.com/company/careers Please try to stick in this thread to the development branch and actual technical AI issues at hand. Please strictly refrain from ranting about roadmap, vision, CoDification, NWO and other hypotheses.
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Sorry about that :/ Jumping on the bait. We are independent. We are a relatively small team. Gamedev isn't a gold mine. Funds don't always multiply dev power. Growth is only good when it's sustainable. Good devs are a rare breed. AI relies on a pathlod in the model. If the pathlod is missing on some vanilla game building's rooftop (rooftop that's normally accessible from the bottom, e.g. via ladder) please report such building via http://feedback.bistudio.com/ This should work. AI has to receiver such order. Rearming is partially broken because the AI sometimes tries to rearm from itself (don't ask) - that's a bug, tracked and ...to be fixed. Not planned. Probably related issues. Best directed to https://forums.bistudio.com/forums/topic/191515-ai-driving-feedback-topic/ Apart from adjusting AI PID we could increase vehicle's braking power. Someone's volunteering to create a shared test scenario where we'd all see the same bad situations happen the same way every time? AI is unable to reload the weapon to a different ammo based on the AI's current target. The target selection and prioritization is already a complex beast. Adding ammo switching / reload (uninterruptible action needed to get better numbers on some target) to the mix would be too tricky. So most probably - won't happen. Sorry about that. Use https://community.bistudio.com/wiki/allowFleeing helicopter allowFleeing 0 They should be finding routes around forests. Quickly checked and the planning seems to work. (Open the img in full screen, follow the thin yellow line from the Hunter. Goes nicely around the forest.). Ofc may not be in all situations - but we need to know those exact situations. There should also be a fail safe if they can't move for unknown reason to back up and try differently. AI is predominantly core/engine stuff. That limits external cooperation. That should be fixed now. People have often resorted to low skills in order to make AI less accurate. Sometimes (unknowingly) breaking the AI on lower difficulty presets (or as our QA puts it - making the AI brain-dead ;)) or in different aspects. This might not have been an issue for missions tailored for a certain difficulty and played privately only with such settings. But anything public was subject to difficulty scaling and parts of AI broken by it. Moreover some skills are used for several AI aspects at once. The issue has been troubling us for some time. Our concerns are no less than yours. On the other hand the change opens the gate to a better use of weapon AI properties (aiming), more useful scaling of AI skill through difficulty and overall better and easier balancing. In the game it shouldn't. Such state exists. Interestingly enough - when AI can't confirm a target visually or by target's own hostile actions (shooting a weapon) the AI will not consider such target as an enemy and won't fire at it. Hearing movement is not enough. You can try it yourself - sprint towards an enemy, in a pitch black night, without NVG or flashlight. Just don't bump into the guy. So basically remove the difficulty scaling altogether? A pic taken from quick try of 0.2 skill AI shooting @ a 50m distant target. You should be seeing similar results. The total imprecision is a combined effect of the "aiming error" feature and AIDispersion from weapon config. (When testing this - fyi - the aiming error ramps up after AI reloads the magazine. At this point the AI on different skills may have similarly imprecise shooting. However a more skilled AI (or with higher difficulty) the recovery to accurate aiming is much faster.) Ftr - before the change the AIDispersion could've been multiplied to insane values. AI was sometimes unable to hit a target at 15m.
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Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
Mainly fixing issues brought in by the sensor overhaul Tweaking of weapons for Jets and after sensor overhaul. Related to https://community.bistudio.com/wiki/setVehicleRadar https://community.bistudio.com/wiki/disableAI Don't tell Musk or Hawking The AI engagement ranges of Titan and NLAW have been tweaked to better fit the actual missile flyout and kill probability range.- 128 replies
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The durability was definitely an issue and has been significantly decreased already in the dev-branch. Jets like these don't have any armor (unlike CAS) and should really fear getting slow or low, into the small arms fire reach. Not even mentioning facing something like a 30mm gun. Individual hits from such weapon should now have a noticeable effect on the jets flight performance. Whereas a single burst should be enough to render the jet combat ineffective. This is up to the mission designer. The default setups are usually done as multi-mission, full combat loadouts. They need to be adjusted for the balance and specific requirements of individual scenarios.
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Can you please post a video? There's one known issue (which has been the price for FM tweaks) - the AI/autopilot may tend to land a bit off the centerline. But they should land safely. If not, pls let us know more.
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