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Everything posted by oukej
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Yes and no. You can change the icons globally (under CfgInGameUI >> TacticalDisplay; properties targetTexture and targetTextureAir + the new ones that are targetLaserTexture and targetNVTexture).
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Lasers are indicated as a "star" with full circle, NV targets as a "star" with empty circle in the middle. Exactly that. Also about the wiki page - it's a very good source for configuration of (not only) smart weapons and systems. Reminds me that I should start updating it ;) You're right about that. They'd have a similar use to smoke grenades during daylight. Actually in ACE3 you can attach them to your character for that purpose. When you can paint the target from the distance why bother coming closer, true. On the other hand it's a nice thing to have some 'homing beacon' for personal black-ops delivery :ph34r: Maybe you want to be long gone when the actual strike happens, not even painting the target from a distance. It could be a radio beacon IRL but the purpose stays the same :) And that purpose can be quite entertaining ;)
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Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
A short-lived issue in anims. after the introduction of weapon switching on the move. Relates to the fix from 15.4. - now fixed also on Linux servers. Thanks a lot for your help in the Linux dedicated server feedback thread!- 128 replies
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The problem we'd face is universality - unlike DCS we can't count on a finite amount of assets or a specific given setting. How would a tyranosaurus look like on the radar? Should modders be able to define how the asset is represented on the radar?
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Yes, sort-of CCRP should be possible to do even now just with the "lock" symbology and some designation. It may not be the best for CCRP - there you'd usually need to see how far and how misaligned you're from the release point - but it should be possible. There are no plans to do CCRP more properly now. A something like simple CCIP, a pipper or death dot is a different story. It's something you can better utilize for a whole range of weapons (and maybe not only aerial) - from guns and rockets to bombs (simulated lift/drag and gliding makes it all more complicated).
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There's now a way to show only all targets from laserScanner (new option: showAllTargets = 4) instead of all targets from all scanners (showAllTargets = 2).(available in OPFOR and BLUFOR CAS, the rest (gunships, airplane drones) are coming in the next dev. update) ballisticsComputer = 1 no longer requires canLock = 2 in the cfgWeapons and depends only on whether the vehicle's sensors (xyScanner in cfgVehicles) can see and track the target. So for example if your vehicle is equipped with laser spot tracker (laserScanner = 1), then ballisticsComputer = 1 will give you automatic gun adjustments (lead, elevation and own motion compensation) for firing at the marked & tracked laser target.
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This used to be true for showAllTargets and canLock in cfgWeapons, but has been removed in 1.58. Having the same element dependent both on vehicle config and difficulty in all combinations can be a bit messy. Is it then just a 'helper', an 'aid' or is it 'part of the game'? With dedicated actions it's also difficult - we already have too many keybinds :)
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This indicator was also part of the initial optics design back in time. The solution implemented instead which serves the very same purpose is currently the 'compass' on top of the screen. It may not be as nice as an element tailored according to individual optics (like the one you made), but it also has few advantages - it's universal and easier to communicate, learn. As much as we'd love to have all the info indicated via diegetic, ingame elements that are part of the optics of individual vehicle or weapon we lack the resources to do it. Anyway - such indicator still gives you only a very rough information about the turret's direction. When you're commanding the AI you need to know when the AI is aimed and can fire. Communicating it via radio could lead to spam and blocking of other messages or commands. We're considering whether to make the crew aim indicators a difficulty option nonetheless.
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Thanks for the feedback and references! Actually you'd be able to find some inspiration in how direction of a sensor (TGP) is displayed on HUD of aircrafts today. But I'd say the main reason for these crew aim indicators was to know when the gunner is aimed at a target (and 'fire' command can be issued) or what has the commander given you as a target (i.e. over VON). IRL this information exchange would be very fast and precise - commander could slave the whole turret, look through gunner's optics or even fire (Steel Beasts have it, they are after all a dedicated simulation and a training tool.). There are many things you'd naturally do in a tank to get that information. The performance gets much worse when there's a screen and a keyboard between you and the actual thing. Similarly to e.g. shacktac radar this is more of an abstraction of awareness that isn't carried over the medium but would (objectively) happen in real life. Ultimately the goal is to get a solid and believable tank crew experience.
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They use the same fire mode they would use for normal target on the given distance. See wiki about weapon config here and here
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:nener: It was an April 1st joke. But on the bright side of it - the AI won't be bumping into furniture (what is furniture? :o ), falling down the stairs, running in circles and won't need any charging base ;) Instead of making April jokes our programmers continue working on and improving the AI. Recently we've added / overhauled the suppressive fire command - which is now what you'd expect it to be. But more about that in https://forums.bistudio.com/topic/189479-ai-suppress-command/
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Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
SUPPRESSIVE FIRE!!! :681:- 128 replies
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Actually we've recently teamed up with a renown robotic vacuum cleaner company. Our programmers are currently wiring up the acquired path-finding algorithms into the Arma 3's AI. And the results so far look great! I will break the "no promises" rule here as it's pretty safe to say that in near future you can expect some massive AI improvements - from clean AI driving to brand new room clearance and town sweeping FSMs. We're also teaching the AI few new dirt(y) tactics ;) Stay tuned!
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Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
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U can find more info in this OPREP and this thread (you'll find the reasoning behind the friendly/enemy differentiation removal answered and discussed in there too) I believe your 3den Enhanced mod does the job perfectly ;) Together with the Eden feature like the mass attributes adjustments it allows for simple tweaking of subskills across factions, squads or layers, groups of units.
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Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
A tank commanding improvement. Helps get more precise and reliable control over the tank. Relates to previous post.- 128 replies
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Regardless what the presets are in the end you will always be able to create whatever combo suits you by using "Custom" settings. This seems like the good old platform vs. game dilemma :) By this you'd also create space for more confusion when player has something enabled and suddenly in one mission it doesn't work. Wouldn't you want to keep features under difficulty settings a "territorial sea" of the player?
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Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
A little improvement to tank commanding - AI should more reliably follow player's commands. Improved ladders, roadways and paths.- 128 replies
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The difficulty options have no impact on AI reports.
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Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
Long time no see (update). My apologies. Let's change that ;) Two new commands are availablesetSpeciality player setSpeciality [<speciality_name>, <value>,[<isCustom>]]] getSpeciality player getSpeciality <speciality_name> Available specilality types are: https://forums.bistudio.com/topic/150499-ai-discussion-dev-branch/page-187?p=2978819#entry2978819Thank you very much for revealing the issue during the RC testing and many kudos to all contributing members in the AI Discussion thread for the continuous support! Adjusted checking for magazines left. AI should also no longer report low ammunition when it has low ammo just for the secondary weapon.- 128 replies
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Some improvements are planned that could replace this "workaround" to hide squad indicators. Ie. better fading or manual refresh of the indicators (and not only limited to squad leader). But it's probably too soon now to share more details.
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http://feedback.arma3.com/view.php?id=22452 http://feedback.arma3.com/view.php?id=27555 One of those or both. Can't check either atm. We are aware of it. We are also aware of the driving issues (cutting corners, not avoiding obstacles on road, tank commanding...). It has been acknowledged and as "in progress". Please bear with us. Even if something may look simple and elementary on the first glance. When it comes to actually coding it and making it work reliably and universally it can turn into a job worth several months with an uncertain outcome. Even functional scripted workarounds don't always ensure feasibility. (And be sure we take a very close look at anything that could make our job easier ;)) As for the rest - keep the thread AI focused please ;) Thanks a lot!
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Intentional. Group markers (team leader icon, members' hexagons (also when highlighted )) are now governed by "HUD Show Group". It has been done for sake of clarity and consistency and I am sorry for the inconvenience caused.
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You shouldn't have to change anything, mission.sqm's were unaffected.
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Thanks a lot for the heads up! Confirmed Eden-only and only after the first initialization (so as you mentioned using scripts - that should already update the skill correctly).
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