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Everything posted by oukej
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Jets - Sensor overhaul (Radars, IRs, Lazors, PGMs)
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Turrets and pilotCamera use different technology in the code. There were plans and it had been in the backlog, but it didn't get through. Sorry about that.- 957 replies
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- electronic warfare
- radar
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change of position Tanks and Heavy Armor : change of positions
oukej replied to mickeymen's topic in ARMA 3 - DEVELOPMENT BRANCH
TBH we've never liked it either. At the same time restricting the switching isn't the best solution simply because the action menu is difficult to relate to what's actually present in 3D. If there wasn't an action menu, if the actions were...you know ;) If the actions are given by what's clearly visible and available it becomes a completely different story. And ofc we'd like animated crew switching or at least some hold actions to it. But you know that already...development is mainly about simply not being able to do all the things you would like to do. Scientists still haven't been able to stretch the time on a human scale ;) And we gotta move on. Simply put, I'm sorry about it, there's no plan to change this. There are only wishes. -
You're right - and we've got it fixed on dev-branch for some time already. It's a missed merge. We're sorry about it. Will get back to u with more info soon(tm)
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Thanks! That's ok, you don't have to :)
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- flight model
- flying
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This was the goal, more than yawing back and forth. The "pendulum" might be something to look at. Should be relatively easy to fix. (While retaining that you can't rly turn just by using the rudder). Could u pls list airplanes where this is overdone?
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You're right. Sadly this will most probably stay this way. Afaict this statement on wiki isn't correct. Other munitions explode normally.
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Fuselage / tail aligning the airplane into the relative wind - when you deflect the rudder in a level flight you're bringing the airplane into a skid. Tweaks are possible :) Let's take it here please:
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I'm sorry, not atm. Th proximity explosion can only be used with guided munitions.
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change of position Tanks and Heavy Armor : change of positions
oukej replied to mickeymen's topic in ARMA 3 - DEVELOPMENT BRANCH
Restricting it only on some vehicles may not be obvious enough for the players (unlike switchin seat e.g. from Offroad flat bed to driver). Even though, now, with interiors, probably less so. Anyway I believe there's already enough obscure rules :) -
Tanks - Missile flight profiles and weapon improvements
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
This is an inherited design limitation of the countermeasure system. It's based on "lock" - if the munition doesn't lock you you can't receive a warning. Even though we use the system to imitate something like a MWR it doesn't rely on detecting plumes, UV shade or fast moving projectiles like the IRL ones would do. It's a simple abstracted mechanic that checks corresponding flags on weapon, munition and target vehicle only when the attacker or attacking munition locks onto the target.- 328 replies
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Ah, damn, you're right, the lasers... the goal was not to have every possible mode available because it easily becomes pain to control. The lasers however are a good argument to have the NV there. Possible post-patch, sorry about that.
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The direction after exiting a geom. is normally distributed and there's a new property governing the +/- max. deviation. You can set it to zero. penetrationDirDistribution = 0.25 There's also a new similar property that governs the deviation added to the angle of departure of a projectile after ricocheting. deflectionDirDistribution = 0.5
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Seems like the bomb doesn't have missileKeepLockedCone set up (edit: it does, but it might have been too large). Thanks for the bug info! The case was that any target provided by any sensor could be used just as a positional info for an autoSeekTarget munition. So the bomb would fly towards that target's position and look for lasers in the vicinity. If no laser was found, the bomb would simply impact the initial target position. It didn't follow moving targets. Based on your feedback we've changed it to bombs that are dropped ballistically and that only seek the laser spot (and just that, laser or NV targets, nothing else) autonomously once they reach certain altitude (300-400m edit: now 500m). This should solve both the gameplay balance issues you were having and become a more realistic bomb usage at the same time. Plus it allows for some additional fun deployment like the bomb tossing. We've updated the field manual hint, but it's still a big change that will for sure confuse a hell of a lot of players. Otherwise pls use this thread to comment more about this topic
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Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
EXE rev.144589 Some attempts to improve AI driving (esp. tanks) Fix for going to (0,0) on VR world Fix for first move order/WP reactions- 128 replies
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Tanks - Missile flight profiles and weapon improvements
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
I'm not sure if we aren't still limited by different model of the munition on the weapon. They have some relatively high min. distance below which they fly just straight.- 328 replies
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I have to admit - and we're really sorry for that and it makes us sad too - that we won't be able to add any major improvements now, before the release. We do plan to continue working on the damage a bit longer and try to solve the most painful issues (deadly grazing hits and easy total damage) for the next patch. We've tried but at this point our own creations decided to fight backWe've run into issues with too much detail leading to failed hit detections or even more random hit results, invulnerable crew, etc. At least we've gathered some know-how, and a lot of thanks to your awesome feedback and suggestions and even if we won't be able to fix-all-the-things we'll make sure to utilize it in future developments. We've played with spall via submunitions creating submunitions on impact and then adding some delayed submunitions and ... :) And I'm pretty sure some RHS/CUP spies among A3 devs are already getting their hands dirty reworking their submunitions. (and we've stealed got inspired by some of their know-how in return). Anyway, atm we didn't go that way because we weren't able to rly measure it and test it. Same goes for spam-friendly HEDP and 30mm submunitions, you - damn diff crawlers ;) - have found. Not in this release, sorry :/ The ERA / SLAT decrease the munition speed based on what type it is. By reading projectile speeds in diag you should be able to see the difference between fresh ERA or SLAT and destroyed one but the effect is sometimes too weak to be noticed/play a role. We're aware of it. DAR remain HE in the end. Sorry for the mistake
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Tanks - tracked vehicles driving and handling
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Apart from Rhino (yet to be tuned) the flat ground acceleration 0-32 km/h is usually 3-5 s. Below 10 s for 0-50 km/h (except of Slammer). . Sadly there has to be zero delay. The issue here was that the tanks were not able to turn during the shift time. -
I'm sorry, but as it is now, it's not possible to change submunition behavior based on the selected weapon mode / flight profile :(
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They are now ;) Try it out. And pls post know whatcha think.
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Tanks - Missile flight profiles and weapon improvements
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Exactly. 120mm (BLUFOR, INDEP) can now use the SACLOS and LG cannon launched ATGMs (MARUKs). 125mm (OPFOR) can use SACLOS cannon launched ATGM. 105mm gets a pita.- 328 replies
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Increasing mag count is actually planned :)
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Tanks - Missile flight profiles and weapon improvements
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
The cannon launched 120mm ATGM LG is a purely laser-guided missile and requires a lock. Unlike 125mm cannons which only can use a SACLOS missile the 120mm cannons can choose from 2 variants of missiles - a laser guided with LOAL capabilities or a SACLOS one. Magazines: 4Rnd_120mm_cannon_missiles (SACLOS) 4Rnd_120mm_LG_cannon_missiles (Laser guided, LOAL, available top attack mode) It is already. Used on bombs and this laser guided missile. Intended to be used especially with the top attack mode and a target received via data link.- 328 replies
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My_Angara addMagazine "4Rnd_125mm_cannon_missiles" My_Cheetah_or_Tigris addMagazine "4Rnd_GAA_missiles" (This is a legacy 4x Zephyr magazine. For backwards compat. It doesn't look like it should fit the msl container...but it's there and can be used :)) haf fun
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Tanks - tracked vehicles driving and handling
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Depends on which version you're looking at. Current dev-branch: configfile >> "CfgVehicles" >> "APC_Tracked_02_base_F" >> tankTurnForce = 550000; tankTurnForceAngMinSpd = 0.95; tankTurnForceAngSpd = 1.04; Since last main branch update there have also been changes in surface frictions and tank control (different steering speed for W+A/D and just A/D).