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oukej

Former Developer
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Everything posted by oukej

  1. Can you please verify that you're using the dev-branch? It's been broken by the 1.82 update, however on dev-branch it should be ok. The upcoming hotfix should be solving it on main branch.
  2. There's been no limit to the animation "force", animations do not ask PhysX scene if they should be stopped by something, but conversely the physics would still be checking if there's a collision with other objects. So if something suddenly appeared in contact or worse inside the tree's geom. the reaction would be violent. Not sure about the FireGeometry - would u block projectiles where a player can walk through? And sadly I gotta say anyway that the engine development has more or less come to a conclusion :/
  3. Well... the falling trees are not physically simulated - we tried that at some point early in the development but it was unsustainable on Arma scale. So they are sort of animated. And as such they wouldn't care much about physical forces. If they had collisions... Arma'd Sorry :(
  4. oukej

    AI Driving - Feedback topic

    You can't help yourself, can you? ;) I'm sorry to say it this way but that is simply a total bullshit :P
  5. Today's dev-branch update brings in an improvement to ranging, weapon zeroing and deflection. Most of the rangefinding equipment in the game lost its ability to measure range continuously. If you want to know the distance of a target you're pointing at you first need to lase it. By the "Auto Elevation" action. (The default keybind has been updated to "T" in Arma 3 and Apex presets) All tanks and APCs have lost the ability to automatically track targets. (The Visual sensors that have been recently added to Tank and Wheeled APC base classes have been removed again. If your mod vehicle should have an automatic target tracker you need to define a new sensor component.) At the same time they've received a more tanky-proper fire-control with an ability to use the laser ranging for assisted gun laying. What that means for tank gunners: Whenever you lase a target your main gun and coax's zeroing and deflection will be automatically adjusted according to the target's distance and motion. Keep pointing at the target and fire. First-shot hit ensured. As long as your target moves in a predictable pattern. For everything else you'll need to use your skill ;) Dumping the deflection and zeroing is possible via manual zeroing. New or adjusted elements in the optics: Large 4-digit number (usually at the bottom of the reticle or top right corner) - measured distance Smaller 4-digit number with SPD (bottom left corner) - measured speed of the target Small square (Ready to fire box) - indicates that the gun's zeroing and lead have been adjusted (does not indicate whether the gun has been loaded and is ready to fire) We're pushing the FCS way ahead of the Tanks DLC itself because of how the mechanic complements the Jets DLC Sensor overhaul. Try it, use it, break it. Please let us know what you think!
  6. Another piece of docu' - https://community.bistudio.com/wiki/Arma_3_Vehicle_Handling_Configuration - thanks to @Lou Montana! Big thanks! Document also includes properties introduced during the Tanks development and updated, corrected of clarified definitions or example values of few others. To reduce the duplication of information we may replace the info elsewhere with references to this document - feel free to do so as well anytime you find yourself casually editing the wiki ;)
  7. If you are the pilot / commander the AI will not select weapons autonomously. It may only autonomously pick targets and fire if the currently selected weapon has autoFire = true
  8. Generally we've tried to avoid adding any extra action to controls if it could've been avoided. Maybe we weren't always 100% consistent in that, but we tried. Many players were - understandably - getting scared by just opening the controls options :) Ofc, there would be options how to solve that on the menu UX side itself (from search, to hiding of "advanced" actions...), in some form of contextual availability, etc... But here I'm already taking this outside of what was possible in Arma in the given time. The need for separate actions is perfectly understandable, especially with various controllers. Nevertheless, I'm sorry, no further development is planned for the feature.
  9. If you adjust zeroing (PgUp/PgDown) you also dump the lead. The only loss is max. 50m imprecision in the zeroing range, but that has been considered an acceptable casualty for saving the controls from one new separate action :)
  10. Currently the cruise and LOAL distance modes are not utilized by any vanilla weapon.
  11. added flight profiles documentation https://community.bistudio.com/wiki/Arma_3_Missile_flight_profiles & updated https://community.bistudio.com/wiki/A3_Targeting_config_reference
  12. oukej

    Hvymtal's AT Reference Guide

    Nice! Thank you. We'll try to address the issues together with fixes on the receiving - armor - side. These notes will be helpful! The downside of that could be that you may need to update your guide later on ;) But still, thanks a lot!
  13. oukej

    AI Driving - Feedback topic

    That is strange... a convoy PID is actually used whenever the vehicles are in a column formation (or any other or custom formation with left/right position offsets equaling zero - this is tested individually per each vehicle). You can then use https://community.bistudio.com/wiki/setConvoySeparation to set the spacing.
  14. Can you please check if you have the PIP (picture-in-picture) enabled in video options?
  15. oukej

    AI Discussion (dev branch)

    Yes, you haven't seen any indication of anything Axy whatsoever ;) :P
  16. oukej

    AI Discussion (dev branch)

    The rockets named "DAR"? Their cost is too high. We should be able to fix that.
  17. oukej

    AI Discussion (dev branch)

    Hasn't this been always the case, I'm afraid? The mentioned "WW2 attack patterns" and overflying enemies? On it's own it won't get such a distance before the second run. What I meant is if you made the airplane fly away and then turn back. Hunter has no sensors and won't be able to share the enemy target info via datalink. Have you tried adding the target to the datalink directly via script? Put this into your target init: blufor reportRemoteTarget [this, 600];
  18. oukej

    AI Discussion (dev branch)

    By default (vanilla) the pilot doesn't have control over any weapon - that's mainly because of the AI.
  19. oukej

    AI Discussion (dev branch)

    It is an AI first time recognition issue - if you make the AI plane fly away after the first pass it should engage the target without hesitation from longer distance. You can also use https://community.bistudio.com/wiki/reveal or https://community.bistudio.com/wiki/reportRemoteTarget combined with enabling the datalink on the airplane.
  20. oukej

    AI Discussion (dev branch)

    The missile itself has a 8km range (limited by visibility), but the AI has to "know" about the target first. For example in Wipeout the AI can - with some knowledge in advance - start locking the target in 4-5km range (which is given by the airplane's onboard sensors) and will fire immediately after getting the lock. Looks like https://feedback.bistudio.com/T128103. This is currently being worked on.
  21. oukej

    Tanks DLC Feedback

    Rhino * 600kW * 3000 Nm @ 1600 RPM * 2400 max. RPM * 6 gears, 1 rev.; drive ratios: 5.7, 3.1, 2.4, 1.72, 1.20, 0.82; final drive 4.8 As u can see it's quite buffed when compared to its African real-life inspiration :)
  22. Yes, "Lock target" (mark a target under the cursor / center of the screen) will do. The gunner will track the laser only with cannon selected. "Next target" should work as long as the gunner has ATGM loaded and selected.
  23. It's missing from the changelog, but since around these dev. updates any vehicle or person with laser designator "knows" about its own laser. Moreover he's able to share it via datalink. And yes, soldiers can now be connected to DL too, report their lasers and their own positions.
  24. @fn_Quiksilver - Before the release, during a data lock (code freeze), only critical fixes and crash fixes get through. No matter how small and safe a fix could be, This one simply has not been deemed as critical. Don't feed the trolls ;)
  25. The stalling is a tricky topic. We don't simulate stalling of individual surfaces. And the overall stall is rather very basic. With keyboard you always get maximum input. Doing a 360° turn with a fully loaded jet while pulling the stick throughout the whole time wouldn't probably work in a sim. In Arma you can actually do that. HUD says "STALL" but you can still keep turning, even without loosing altitude. We still have to allow reasonably sharp maneuvers and they need to come at a cost of a lot of induced drag (otherwise you could be pulling some way too extreme Gs). Rather than holding down the key down indefinitely in turns, feather it, tap it. What's probably more important is the recovery speed/time - when you let the airplane fly straight. We've tried to improve that across all jets while still keeping them outside of Falcon 9 territory (aka way too good acceleration when climbing).
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