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oukej

Former Developer
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Everything posted by oukej

  1. FYI we've changed the symbology - you can check it in current Dev-branch or on the first post here. It's now closer to the old one - squares and triangles. Hoping it's more familiar and intuitive. Plus there were some tiny legibility tweaks.
  2. They can. But in this regard we'll be taking some artistic license. Game balance first. Goal would be to make you invisible if you are skilled enough to fly NOE. Not just because you grabbed an airplane that was lucky enough to get stealthy shapes ;) (although it may help). Confirming that. By default it's Ctrl+R on updated Arma 3 or Apex preset. And switchable radar is one of the overhaul's primary features. Radars will usually be the most powerful sensors - be it because of their range or their ability to give additional info about targets. But switching radar ON means you'll flash on everyone's screen on 2x the range of the sector your radar is looking at. Making you an easy target even for vehicles that don't have any other sensor than RWR. That includes also transport helicopters so you can as well use your radar for intimidation. Your call :)
  3. You're not using Dev-Branch :) Main-Branch (default installation) is still month(s) away from getting some of this new stuff. Once on Dev-Branch you can also check the first post and other pinned threads to learn more about what surprises there might be.
  4. It's deliberately configured at the level of base classes of individual vanilla vehicles (e.g. MBT_01_base_F) not to affect other vehicles (e.g. some T-62 that also inherits from Tank_F)
  5. Just a note - the GPS display elements are currently WIP. We don't have much space to add more info - why would you like to have speed indic. there? It's already available in vehicle info and on foot it doesn't seem important enough to indicate it. Yes, you'll have a GPS even if you don't have the item in the inventory. Simple and not likely to be noticed. Similarly to GPS if you don't have the item you'll be able to see and hear radio chat once inside a vehicle.
  6. Strange. I have it there. Can you please send me the actual vehicle and position (uav or turret control)? Answered the other questions in here
  7. oukej

    Targeting improvements

    Already there: impactpoint (position of CCIP (constantly computed impact point)) impactpointtoview (CCIP for HMD) So rather a property for a stall sound? Confirmed, planned.
  8. Sensors are only defined in the main vehicle's components and can be used by the whole crew (with exception) The UI panels, Custom info, are however defined inside each turret's component and each turret needs a definition if you don't want to use the default. You can start simple by adding class Components { class VehicleSystemsDisplayManagerComponentLeft : VehicleSystemsTemplateLeftSensorsCommander {}; class VehicleSystemsDisplayManagerComponentRight : VehicleSystemsTemplateRightSensorsCommander {}; }; to the commander's turret. Don't forget to declare the templates located in root first. Left/Right, Commander/Gunner/Driver. Also for safety it's better to inherit and only amend the whole Components class. There's nothing critical in turrets at the moment, but in vehicles you'd want to retain the AICarSteeringComponent and TransportCountermeasuresComponent classes.
  9. You need this componentType = "PassiveRadarSensorComponent"; inside configfile >> "CfgAmmo" >> "My_Antiradiation_Missile" >> "Components" >> "SensorsManagerComponent" >> "Components" >> "MyAntiradiationSensorComponent" You can set up the other properties as you need. (Sometimes inheritance from templates can be used to simplify the process). As long as you don't add any other sensor component (you can have multiple on one vehicle or weapon) the missile will only be able to lock and track radar emitters. RadarTarget and RadarTargetSize only say if and how detectable you are by an Active Radar. They are an equivalent to RCS. Detectability of radar emittors on the other hand is given by the range and search angle of that particular radar. Can't say yes or no atm.
  10. oukej

    Development Branch Captain's AI Log

    For example while the player (as the effective commander) was sitting on a cargo position. #AIDriving Affects the AI in similar fashion to players (for example making it more difficult for the AI to identify targets). As for Radar - AI will switch the Radar ON in Combat mode. Just a short-lived bug that grounded almost all airplanes. Does not fix (yet) the landing and taxiing issues of Buzzard airplane or issues on some Altis airfields. #AIDriving Previously they were engaging targets on the surface with dual-purpose ammo.
  11. We wanted that as well. This is more of a limitation of the Custom info panels system. Because it allows to show the same element twice feeding the dimensions into the elements separately would be more complicated and would need a different approach. You can at least reposition them.:/ Currently the configuration allows the IR/Vis sensors to see well against ground clutter. We'll tweak that. Ideas & feedback is welcome. Will happen :) Many thanks for all the other notes - some valuable feedback!
  12. Configuration documentation: https://community.bistudio.com/wiki/Arma_3_Sensors Together with updated https://community.bistudio.com/wiki/A3_Targeting_config_reference Please take a look at it, TRY IT, and share you feedback what you were or weren't able to achieve with it. And mainly - have fun!
  13. As long as the ONE critical thing is tweaked im a happy camper ( read airhead). Please adjust the fact that the current planes continues in a straight forward line when turning the stick left or right (except the APEX cessna model, that for some reason seems to behave more corretly, which leads me to belive it should be possilbe for other fixed wings too??). All Apex airplanes utilize the configuration properties that were introduced during post-release Arma 3 development. Wipeout, Buzzard, Neophron and the drone have a config update planned soon(tm).
  14. What vehicle have u been trying? Currently the radar is available on Cheetah, Tigris, Blackfoot, Kajman and Buzzard AA.
  15. Ad Symbology - Thanks a lot for the feedback so far! The current, new one has been loosely inspired by MIL-STD-2525 and references from 5th gen airplanes. Including the shape+color IDing approach. However we're inclined to go back to what we used to have, maybe a bit richer. The radar sensor can be configured - with a certain good degree of abstraction ;) - as something like a doppler radar or moving target indication (gating targets by speed) as well as some Ka-band scan with automatic detection of basically any target. What a sensor can detect and what it can't is configurable. Visual sensor has been mainly done for simulating contrast seekers that work in visible spectrum. Like the first Mavericks. So you can have a EO sensor that doesn't only depend on the heat signature.
  16. Ad Air dominance jets et al - please put the general Jets feedback and ideas in this Jets DLC thread.
  17. Two words - platform and manpower. This is an immediate solution that works across the platform, including mods that are no longer maintained. And it can be tested as such. Everywhere. Giving us much wider data to use for further improvements. It's not that we prefer GUI over nice displays inside a cockpit. Not at all. But we have to make decisions. We have to iterate. This is what we were able to deliver within a reasonable frame. We can always go further. Then there are many other things to care about in Arma. Arma has always been a rough diamond and picking choices in its development is extremely difficult. There's always another critical, huge-gameplay-impact, should've-been-done-10y-ago issue waiting in the line. That's maybe why it may seem that modders are finishing our job. But maybe that's just the thing that allows the game grow so big.
  18. As radar's father dr.hladik already mentioned - individual ammo types can use any of the sensors or any combination. Just like the vehicles, independently. Weapon's seekers, detection and tracking is indicated via diamond in 3D. Vehicle's sensors are the brackets or square.
  19. oukej

    Targeting improvements

    No or not yet. Atm we don't have a replacement.
  20. oukej

    Development Branch Captain's AI Log

    #AIDriving #BlameKlamacz :)
  21. Thanks for the heads up! Do you mean the +/- keys? I'm unable to reproduce that. I only see that the WFOV/NFOW lamps in optics don't change by switching the zoom level, but I am still able to toggle the two discrete zoom levels of both Titan launchers. There has been a change that slipped away from public changelog. Very sorry about that. "What can be targeted" by a weapon with irScan now depends on how the target is actually heated up. Meaning you won't be able to lock on a vehicle that has just turned its engines on (~ in <6s). At the same time you'll be able to lock on a vehicle that has its engines off, but was running some time ago (<1h). And also on burning wrecks. Can you please give us some specific repro steps (vehicles used, distances) so we can reproduce it and debug it? Do you experience the issue in both SP and MP?
  22. oukej

    Development Branch Captain's AI Log

    Long time no see...here's a recap of changes in the last 3 months :) The AI would ADS instead of staying cool with weapon lowered. #AIDriving Now limited to 40m when both are under water and to 20m when looking across the water surface (The 20m dist. applies only when looking straight down into water. It gets smaller when looking under an angle.). Raytracing points have been adjusted (previously the check was sometimes done with a point above the actual model). #AIDriving #AIDriving #AIDriving #AIDriving Related to https://forums.bistudio.com/topic/193922-chain-link-fences-are-not-cover/. Not yet configured for vanilla structures. #AIFireModes - Some fire modes for the AI are configured with long bursts. Sometimes the AI would kill a target and switch to a new target while still firing that one burst. Spraying anything on the way to next target. Now the AI is able to interrupt a burst before switchin to a new target. At the same time the system automatically recognizes if the burst is interruptible. So AI won't be able to interrupt bursts that player can't interrup either. Now the AI tries to keep the turret aligned with vehicle's direction if it has no targets. :outtahere: #AIDriving Was happening on client-owned vehicles where the AI is allowed to fire autonomously. Now they're trigger happy again. Sometimes the AI kept firing at a target behind solid cover (without intention to penetrate cover or suppress).
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