Jump to content

oukej

Former Developer
  • Content Count

    1063
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by oukej

  1. You can find more info here https://dev.arma3.com/post/oprep-sensor-overhaul
  2. oukej

    ACTION MENU

    Can you try re-setting the Apex or Arma 3? Pls let me know it that helped.
  3. oukej

    Bug after jets update

    More info about the panels More info on the rangefinder
  4. The Titan missiles require the target to be heated up - either by a running engine or considerable shooting. (The change has actually been present already in 1.68) You'll find more info in https://dev.arma3.com/post/oprep-sensor-overhaul
  5. Rather than reintroducing speed/FoV changes we started iterating more on actual head fwd/bck motion due to acceleration (not speed) and we may revisit the initFov = 0.75 standard because on some vehicles the view feels too glued to the windshield.
  6. That one introduced a possibility to get rid of any action that's also in controls based on whether it's bound to a key or not. We haven't set it for all applicable actions though. Many players have some action menu items bound to keys already by default without knowing about it and they keep using the action menu.
  7. oukej

    Helicopter camera

    You won't find any control in data, sorry about that. This has been a change in the engine that unified the 3rd person view system of aircraft with land vehicles making the camera follow vehicle also in pitch (prev. the camera stayed leveled behind airplanes, making it almost impossible to orientate when diving or climbing, and it has been widely complained about).
  8. oukej

    Helicopter camera

    I am personally largely responsible for the change and for the arisen issue. The issue has been acknowledged on the first page of this thread and linked on couple of other places (reddit, discord).
  9. oukej

    Helicopter camera

    I have to defend our QA. There was an immediate objection after the change has happened. However we weren't 100% certain about the negative side of the heli 3rd person view change (I'm saying that as heli freak and confident time trials gold medalist myself ;)). We liked how it felt with airplanes and small drones (technically helicopters). In the end we decided to wait for more feedback on Dev-Branch. Not causing uproar there we let it go into the 1.70 main branch update. With the feedback now it's a completely different story.
  10. oukej

    Jets DLC Official Feedback

    The FoV is a different issue. See here
  11. We're not aware of any change in the actual helicopter controls sensitivity or smoothing. I haven't notice anything different in the way helicopter controls when testing it from the cockpit view. Are you using kb+m or analog controllers? Which?
  12. oukej

    Jets DLC Official Feedback

    re helicopter camera
  13. oukej

    Broken controls.

    Seems like bugs. Can you guys please fill in tickets about these issues on https://feedback.bistudio.com?
  14. oukej

    RangeFinders

    One and probably the primary reason for this change has been authenticity. Voted tickets even on the old feedback tracker asked for manual lasing and cool-down time. Together with the addition of tank fire control-systems it made even more sense to make rangefinders operate manually. Otherwise we'd face a discrepancy between having a precise range - anywhere you look, all the time - with a rangefinder and having to press a key in a million-dollar tank cockpit (or less but still expensive RCWS or other advanced systems). It's also an unification - with the updated Apex or Arma 3 key presets a single key - "T" - gives you a targeting action for the "object" under your cursor in multiple situations - anywhere - reveal/report target to your group + Rangefinder - measure distance + RCWS - measure distance and adjust zeroing gun accordingly + tank and APC cannons - measure distance, speed, adjust zeroing and lead + vehicles or weapons with sensors - mark target
  15. Thanks for bringing that up and for the mod. The property has been added for 1.70 to actually get rid of the FoV changes zoom out according to speed present in the game before. Without the property the FoV would zooms out from initFov to maxFov. SpeedZoomMaxFOV sets the maximum of these dynamic changes without affecting the view zoom out (minus key) extent. Vanilla helicopters use initFov 0.75 therefore the default has been set as 0.75 to completely remove the FoV changes. However - seeing your video - we've caused some unwanted zooming in on vehicles with initFov larger than 0.75. That's definitely not been intended. We're sorry about caused issues. As a full workaround you'd have to set the speedZoomMaxFOV to the same value as initFov in the viewPilot or other viewXY of the given vehicle.
  16. It's been mainly done due to technical reasons (get out action allowed in near zero speeds conflicting with special airplane eject). For sake of consistency in get out and eject action behaviors across the sandbox. And also to avoid accidental ejections that are just one click away. They all should be. Can you pls add more details when this doesn't work?
  17. Just trying it with poor-man's 12k on VR :) world and I'm able to lock Macers on 6k (with "this engineOn true" on the target and letting the target heat up for few seconds after mission start). Can you please send me the mission? :)
  18. We are really sorry. We didn't make it all in time :(
  19. oukej

    Jets DLC Official Feedback

    What exactly do you mean by the protocols pls?
  20. oukej

    Jets DLC Official Feedback

    Planned :) Arma currently doesn't confirm targets. At this moment the script command primary purpose is to allow mission designers to confirm specific targets based on the mission narrative (ORBAT or some kind of HQ, AWACS,... mechanics.).
  21. oukej

    Jets DLC Official Feedback

    Hey, I'm sorry for I'm not sure I fully understand what are the exact issues. Will try to answer possible issues. If you're using "slider" axis for the throttle don't forget to map both halves of the axis. see https://forums.bistudio.com/forums/topic/203793-fixed-wing-flight-model-dev-branch/?do=findComment&comment=2734759 (analogue) suffix in controls only says what kind of input has the action been intended for. It doesn't relate to the actual airplane. Normal Speedbrake is now the recommended action to use and it works with both binary input (keyboard) and an analog axis (joystick, throttle...). Making Speedbrake (analogue) obsolete - however the action has been retained in options because many players have it mapped already. Speedbrake (analogue) should not be used if you're not also using Thrust (analogue).
  22. WIP update https://community.bistudio.com/wiki/Arma_3_Sensors
×