-
Content Count
1063 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by oukej
-
Tanks - tracked vehicles driving and handling
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
It's mainly tankTurnForce - decrease the artificial force or the angular speed up to which the force is applied. tankTurnForce = ; // initial force applied to turning in [0,tankTurnForceAngMinSpd] ang. speed range tankTurnForceAngMinSpd = ; // in rad/s, speed where tankTurnForce starts fading to 0 @ tankTurnForceAngSpd tankTurnForceAngSpd = ; // in rad/s, angular speed where tankTurnForce becomes 0 Other variables that come into play are latStiffX, latStiffY and frictionVsSlipGraph[] (mainly the first pair, before optimum slip) - the higher friction the more force is needed to turn the tank. -
Tanks - tracked vehicles driving and handling
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Seems like one of the added cages was made out of osmium :) Thanks for the catch! -
No, we are not. Thanks for heads up! Do u know - does it happen in MP only or can I try it with AI as my leader too?
-
The original change has been based on players' feedback. Sadly an option isn't always an option. I'm sorry for there won't be any further work on this and it will remain as it is.
-
We tweaked the fuel capacities while reworking the tank PhysX configuration. This is bringing other vehicles in line. Because for whatever reason previously the fuel played only a little role we couldn't change it as much as we'd like to. But in a long mil-sim scenario (talking about e.g. 2-3h sessions) you should definitely feel the difference. First is basically a bounciness of the surface (how much will PhysX objects bounce off the surface). The second one is for the wheeled vehicles and it's basically the surf. part of http://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/guide/Manual/Vehicles.html#tire-friction-on-drivable-surfaces (with the fact that A3 doesn't use different tire sets at all) I'm sorry, I can't help with that atm. Probably just a part of it has got into the dev-branch. The work is only at the start. It's more of an investigation of what all is possible with what we currently have. The overall goal will be to add a better feeling to the weapon fire. As usual - it may fail, nothing's confirmed, everything's possible. This class affects all camera shakes in the game (weapon fire, nearby fire, nearby explosion, hit, g-forces, damaged vehicle (you know this from AFM helicopters)). Caliber coef., for example, say how much the shake will be affected by weapon caliber. But since you can configure shake per each ammo this isn't needed if you're ready to do the work.
-
Both issues seem like a data problem - first with a map (road paths, bridge paths, connections...). We've recently changed the offsets in roadlib, that should help. Second one looks like a flaw in the vehicle's PID (AIBrain, AIDriving in the diag .exe can reveal more why it's moving so funky)
-
Tanks - Missile flight profiles and weapon improvements
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
[looks in the mirror... "dude, where's the documentation u promised, huh?"]- 328 replies
-
- 4
-
The mission that .kju posted had the formation set to wedge. That didn't pose a problem before, but with the dev branch the convoy actually respects the settings and the vehicles go offroad. As a general rule of thumb, I would always set convoys to "Safe" and "Column". +1 If you use "Column" (or other formation without left/right offsets) then a convoy PID will be governing the group movements (It was introduced along with the main path-following and speed PIDs - first for wheeled, more recently for tracked). So exactly what Alwarren said I'd put as an "official" recommended way how to do convoys. Then you have setConvoySeparation for more control over the convoy looks without having to touch formation configs.
-
Tanks - Missile flight profiles and weapon improvements
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
We've got it already https://community.bistudio.com/wiki/A3_Targeting_config_reference#trackLead , with slight differences for some gameplay variety it's been set to a value close to 1.0 on more or less on all missiles in Arma so far. The difference now is with the top-down missile simulation where the missile flies to a predefined fixed point first and only goes after target in the terminal, dive phase.- 328 replies
-
- 1
-
Tanks - Missile flight profiles and weapon improvements
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
(In the game) During the climb-out the missile doesn't "see" the target. It only leads the target in the final phase when the target is again in it's FoR. _Not sure if we'd be able to add some estimated/inertial lead during the climb phase_ It's an issue with targets' "zamerny" memory point being too low (https://feedback.bistudio.com/T126270#1667305) It should be marginal. Will check. Overall in terms of damage the PCML has not been yet fully aligned with the armor improvements. We haven't thought about it :/, so currently it's not possible technically. But it's definitely a valid request. We'll see how much time we'll have.- 328 replies
-
- 3
-
Yup, tank barrel collisions are sadly a nono (not only in Arma). We don't have proper physical systems that would solve tank movement vs. blocked turret rotation.
-
I hope you have checked every single developer that was hired or whole development teams acquired by Bohemia Interactive in the last 7 years to make such a statement.
-
1. Not sure yet. 2. It should be "just" another simulated projectile (+spawn, despawn...).
-
Development Branch Captain's AI Log
oukej replied to royaltyinexile's topic in ARMA 3 - DEVELOPMENT BRANCH
+ lost from changelogs: Fixed: AI driver would drive on his own to the initial waypoint position after player commander let him back in the driver's seat Fixed: AI vehicles in groups were not able to path-find correctly in combat mode Fixed: AI drivers were skipping through first waypoints without moving (currently on dev-branch the fix applies to Tanoa only)- 128 replies
-
- 18
-
The way it works is slightly different. It's not exactly how NLAW or TOW-2B work IRL. Parent missile itself doesn't scan for targets. It has to have a "locked target". It's a simplification. The submunition is generated in the direction of the parent munition's target. This is triggered only at a certain distance from such target and this distance has to be higher than the overflight vertical offset. As we couldn't rely on catching the precise moment when the missile is exactly on top of the target this margin has to be just big enough to give the simulation enough space for triggering the subammo. (Apparently not big enough looking at the Tempest video :/) Updated the info on submunitions - https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Ammo_changes_on_fly_and_on_hit (any volunteer to add subammo properties to CfgAmmo_Config_Reference ? ;)) Re questions about HEAT ammo - submunitions are a (rather unnecessarily expensive) possibility.
-
The waypoint issue got fixed in rev. 144260. Some changelog entries got lost throughout the 'logistical issues' ;) This. Code or data :/ Thank you :) Hmm...did we? I'm sorry but it's not planned :/
-
Tanks - Missile flight profiles and weapon improvements
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Since the SACLOS gets mentioned more often - there was a little Discord configCreep competition won by @da12thMonkey. Let's see who else finds it here first ;)- 328 replies
-
- 4
-
Tanks - Missile flight profiles and weapon improvements
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
It can...although we've been thinking about some simplifications because the Titan and also Scalpel and DAGR have been too much of all-in-one missiles. (e.g. manual mode removal or/and retaining just one type of seeker) Many players may be used and enjoy exactly that specific use which we'd remove. It would be quite a risky, unpopular move to make. On the other hand, we're introducing new features (top-down) so now is probably the last option to think about "more drastic changes" (if ever)- 328 replies
-
They would still have to "fire" the Laser designator in order to create laserTarget on the position which they are pointing at. Although it may still be accidental, it is clearly indicated in the LD. That is already the case (lase range with [T] key)
-
The rangefinder laser doesn't actually "exist" in the game's world. It doesn't create a laserTarget entity that you could lock on. Laser designator uses different mechanics.
-
This will be the case after the next dev-branch update. So - as you suggested - the LGB will initially always fall just like a dumb bomb. Plus there are few other changes and fixes. Regarding munitions and flight profiles you can now consider the current dev-branch build "obsolete". (We can also take the discussion over here>> https://forums.bohemia.net/forums/topic/213601-tanks-missile-flight-profiles-and-weapon-improvements/ )
-
Tanks - Missile flight profiles and weapon improvements
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
We won't be probably able to achieve reliable 90deg., the missiles are flying relatively fast - I'm afraid the detection when the missile is exactly above the target wouldn't be reliable. So some angle is a result of tolerance in range from the target when to trigger the explosion. There might be some room for improvement, but I believe the players will not even notice slight deviation without the diag. No info on that yet. More likely a bad gif ;) Too short range and skewed by the perspective angle. With Titan we aimed at roughly ~30° climb and ~45° descend angles, with level flight at 150m. The climb and descend angles depend on the actual missile and also the distance to the target (the missile will always start descending at a given distance from the target, even if the 'high' level flight altitude hasn't been reached yet.) But in the end, the most important factor will be to reliably hit the target when it's expectable.- 328 replies
-
- 4
-
Tanks - Missile flight profiles and weapon improvements
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
There's a submunition created. Check the PCML gif in the first post - you can see the red line trajectory of the submunition and green dots indicating each armour penetration- 328 replies
-
- 3
-
Tanks - Missile flight profiles and weapon improvements
oukej replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Oukej has left this channel (reason: scared of animations)- 328 replies
-
- 28
-
Wow, so many teams... :P Jokes aside the A3 team is relatively small. And now we're more or less all in one office. For some time already the AI focus has been shifted to Enfusion engine. We are aware of many of these issues (skipping first x waypoints and waiting, tank formations, places on map incorrectly marked as inaccessible that the AI is unable to path plan from, bridges...). But every fix is now more of a long run as we need to steal time from Enfusion development. I'm really sorry about these issues and annoyances caused. It troubles us no less than you. I know it's not really a good excuse, but there's only so many of us. And when it comes to AI it's even worse than elsewhere. AI devs are a rare breed. So our apologies again :/
- 985 replies
-
- 16