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Everything posted by oukej
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The bomb can fly to the position of marked target's location at the point of the release and it should then automatically seek for laser target. It should not home in on just any target, be it heat or radar sign. That would be a bug.
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Neophron hasn't been ignored, just not done yet ;) Can you please elaborate more on this?
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I'd say about all airplanes in A3 are :) The simulation isn't advanced enough for us to sufficiently abstract stability properties. We will always try to give each airplane certain character. But the more we step into areas of things like thrust vectoring or supermaneuverability the more limits we hit and the more we need to abstract or deviate under an "artistic license".
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The control surface effectiveness is dependent on airspeed rather than stall. Down to having zero effect at zero airflow. Usually around Vs the planes still retain some degree of control. Often the first thing you'll notice is that the elevators no longer provide enough pitch moment to retain the AoA needed for a level flight. As an airplane slows below stall speed, down to basically no control surf. effectiveness or a mid-air stop, it will turn towards the ground depending on it's initial orientation, CG and configuration. Once it's about to fall down - if it had wings leveled then it may just pitch down. More often there will also be some yaw moment. Goes into dive, regains speed, regains control. Within the abstraction limits (there's no simulation of stalling of different surfaces or wings separately) I believe that this is more or less a correct behavior. Please correct me if I'm wrong. The low thrust near 0 speed used to been an issue with the new jets but that has been already fixed for few weeks on the dev-branch.
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In addition to the FOV defined per vehicle you can also make global adjustments in your profile. Feel free to play with it and see what suits you the best. You can check for example KK's guide on FOV here.
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It is possible. However the vehicle has to have such capability configured via a "data link sensor" (Arma_3_Sensors#Data_Link). At this moment - in a trial - only the anti air platforms have it. There's no scripted way of doing that. The stabilization atm can be added via config property directionStabilized, however that will force the gunner into an non-switchable turret stabilization. Many players didn't like that. TGPs use different technology (class pilotCamera) that offers a superior control and has a better, switchable stabilization than normal turrets. Once again this is something we'd love to improve but sadly that doesn't mean we will. Next target (in vehicle) is the only one relevant at this moment.
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Can you please double-check your data that you're on 1.72? This has been a bug that could've been happening with some mods, but that should be definitely fixed in 1.72. See
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The documentation is here https://community.bistudio.com/wiki/A3_CfgVehicles_Plane_class_config_reference The recent FM configuration has used slightly different approach from the "apex one". Once that's validated by players being happy :) I'll update the wiki with some more details.
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Thanks a lot for the feedback. Will take a look at Buzzard (apart from also finishing the old CAS planes). You're right, it's possible to achieve quite unrealistic negative Gs. Atm can't be avoided without hampering maneuverability. Agreed on black/redouts. Otherwise the airplanes have been configured in a way to let them pull: * Shikra - 10G turns * Black Wasp II and Gryphon - 9G turns * Buzzard - 8G turns And mainly so in the Mach 0.4-0.8 region. Becoming slightly more 'sluggish' once they move into transsonic and supersonic speeds (usually coming to something like 6-7G).
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Helicopter FOV Changes on Airspeed Exceeds
oukej replied to derbismarck's topic in ARMA 3 - DEVELOPMENT BRANCH
The issue would appear in any mod, wherever the initFov was higher than 0.75. That should be now prevented by a different configuration of the speed sensitive FoV settings in the base class- 15 replies
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Damn you're fast :) We're sorry about this change to those who liked the smoothing (including myself ;)) and orientation where vehicle was pointing. This applies to all helicopters as we want to keep the camera consistent even though it may be less ideal for helicopters that have to aim weapons. On the other hand the bright side of all this is improved configuration and customization of the camera. Bringing in more options for mods to utilize ;) In config the old camera can be forced via using extCameraParams[] = {-1} Change is also available in the RC branch and will go into main as you said.
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This is a desired effect. IRL this is caused by lift differences between each wing introduced by their different AoA or area vs. stream when skidding.
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Hey, the Target Lead Indication has been added as a part of Targeting improvements a year ago with UI-like visuals. It's main goal has been an aiming cue for anti-air platforms. The functionality has also been used for other assets where we felt some form lead computing is appropriate. There has been no change in how things work only through HUD improvements the aid visuals have been ported over from UI layer into MFD (HUD/HMD) layer. (They still stay in UI when looking through optics.) But it's still the old TLI, only with changed visuals. So - a feature, not a bug ;) Saying that - we do acknowledge that the TLI is quite suboptimal for jets use. Indicating where the bullets will pass through at a specific distance (fixed or target) would be preferred but it also requires a new LCOS feature to be made. As for that we'd like it but we can't promise it.
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Flying jets in combat used to be quite binary in Arma. You fly or die. We heard you like hitpoints, so we put more hitpoints in your airplane so you can die while you fly. In return, you can show us how to land like a boss after a critical control loss. And put it on YouTube. With Jets DLC inbound, the birds needed to be put on par with other vehicle types in terms of damage effects to achieve some consistency and primarily extend the possible outcomes and challenges pilots will get in a combat. (as with other dev-branch'd features, this 'platform upgrade' will be available to everyone that owns Arma 3). And the challenges you may face include: Leaking fuel Reduced / complete loss of thrust after either one / both engines have been damaged Malfunctioning HUD and MFDs Gear that is no longer retractable if you landed too roughly Loss of control authority and adverse flight tendencies (a gameplay counterpart to tailrotor loss in helicopters) after taking hits in wings and control surfaces At the moment, there's only one aircraft configured with the new hitpoints - the Wipeout. Give it a go, try some Neophron Valley mission and let us know.
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The configuration can be adjusted per vehicle (currently done on the base class level). Same with the FoV changes. Atm we're not planning to bring the speed based FoV changes back. What may happen is an adjustment of the camera position and initial FoV. But just in case - here's a mod with the FOV speed sensitivity back - http://steamcommunity.com/sharedfiles/filedetails/?id=945864264
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"Lase Range" can be found in Weapons category in controls. As for manual RF reasoning - here's a few notes about that.
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VTOL 4 is made for Xian. Unlike 3 it allows full range of vectoring near ground.
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We all want that :) The categorization is here to save time and concentrate closely related information on one place so it's easier to find and discuss and no relevant info is lost in a different topic. If you want a dev to take notice it's better to keep things simple and focused. One can't be in the code and reading through forums at the same moment. Especially repeating information across multiple threads feels like a waste of resources. The mods are helping the development and great game experiences by keeping things organized. Making it possible for the valuable feedback to evolve and make its way through. There's no bad blood. We all want to improve Arma :) And also we all like some lulz from time to time ;)
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Fixed. You'll find the forum discussion over here
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It's being staged in the Release Candidate build. Revert is possible.
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There is no autozoom. The old automatic FoV changes have been removed in 1.70. If you're experiencing a zoom-in at certain speed it may be caused by the HeadRange mod for TrackIR. Please see
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Low speed maneuverability - it can be increased but at a possible cost of way too short take-off distances, strong nose down tendencies (which are bad esp. for KB+M users) or players falling into a stall without enough obvious indices. Otherwise Shikra should be more maneuverable. In subsonic speeds it can make 10G turns whereas Black Wasp only 9G.
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Not only. It's not just about jets vs. helicopters. But the new camera still fixes several issues that were present with the old one. One is usability for attack runs. Often the vehicle boresight would end outside of the screen and you didn't know where you were aiming. Or when flying the quadcopter drone - it's more enjoyable to fly the drones now in 3rd person, you know where you're flying, it's easier to avoid overcompensation and fatal drops. Other reasons would include feeling, dynamics (which can be arguable and subjective) and at last but not least the technology unification. This is offtopic. Titan has been changed deliberately - it's been an integral and required part of the Sensor Overhaul to balance the missiles and countermeasures. As always - we're open to feedback! Please continue on this topic in the linked thread. Manpads should have a very limited capability against fast air, they are mostly meant to be used against helicopters. This is a bit trickier subject (and also OT ;)). The change has been triggered by changing the airplane throttle behavior from "autothrottle" to a standard incremental throttle. Previously you'd have different VTOL behavior, different manual vectoring control or even different dive rates depending on what controls you were using. This basically meant no manual vectoring as long as you were only using keyboard. We've made it more consistent and we also recognize that it's now more difficult to fly the VTOLs. Tweaks to VTOL flight models are still a possibility. For further feedback and more info pls go to
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Wait for next update, will be couple of Gs better ;)
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That can be adjusted via envelope property.
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