Jump to content

armilio

Member
  • Content Count

    81
  • Joined

  • Last visited

  • Medals

Posts posted by armilio


  1. Just now, Beagle said:

    There is a significant difference in where you hit (direct/top) and the applique armor applied. Prior it was significantly easier since aspect did not really matter. Now it makes a significant difference if you attack the front in direct mode or the top in top attack mode. The real difference now is tank vs. tank at long ranges.

     

    Frankly, i'm not seeing this difference. Even with top-attack mode, it doesn't change that much.

    I'm trying it again right now, titan vs Varsuk. 0.73 of damage after 2 top-attack mode missiles, and the Varsuk it's still shotting and moving. Third missile and BOOOM, 1.0 damage, destroyed.

    Same for Kuma and Slammer. 

    The T-140 seems have better results, turret damaged more frequently at least.

    Indeed i'm reading in the "weapons improvements" topic that the HEAT it's probably still in WIP, so... i'm full of hope.


  2. @Asheara May I ask you how much AT weapons are still in WIP? because right now they seem... arcadish. They rarely make hitpoints damage, only global damage, and so they destroy the tank in N shots, wherever you hit the tank: 3 with titan and Vorona, 4 with RPG-42.  Just to know if right now it's useful play around with those toys or not.

    P.s: The Tandem-HEAT for the Vorona it's an educated guess i suppose, because right now it doesn't pass trough any ERA.


     

    • Like 1

  3. I did some tests Rhino 120mm APFSDS vs Slammer. I focused mainly on hitting the slammer on the side.

    The hits on the side turret seem have reasonable effects, with a resulting red gun or red turret.

    While, shotting at the hull, the only way i did some damages was: 

    1) Hitting directly the tracks, resulting in a damaged track. Fine.
    2) Hitting exactly the driver seat spot. In this case was something more than some damages: all hitpoints red!
     

    https://imgur.com/a/NrJWF
     

    Instead, all the other shots in all the other parts of the tank's side hull, penetrating or not penetrating, did nothing to the hitpoints, only global HP. No engine or hull or tracks damages.


    https://imgur.com/a/CWn2u

    Strange behaviour. Especially on the front side it should damage the engine, and the damages made hitting the "driver seat area" seem way too much compared to what happen if you hit other spots, even if per se it's good that a penetrating AP on that spot do a lot of damages.

    With 2-3 shots the tank usually explode because global HP i guess, but we should see more effects on the hitpoints before the "blow-up" event.


  4. First of all, great work, i wasn't expecting so much improvement for the tanks update! you are exceeding my expectations. 

    My biggest concern right now is about the AT weapons. They was always too weak against tanks. Or, well, especially against Kuma and Slammer. But now i have difficulties scratching even a Varsuk with a Titan, hitting weak points without ERA on the side or on the rear. PCML and RPGs should be able to heavily damage tanks hitting the right spots, while titans should be able to do big damage just avoiding ERA. I'm not saying i always want a catastrophic kill (BOOOM) with one hit, even if it should happen sometimes, but at least i would like to disable the combat effectiveness of the tanks, disabling the engine/trucks or the gun, or both. 

    As a person that went in depth in how the vehicle damage simulation worked trying to tweak it for the events of my clan, i would like too some docs on the changes. With that maybe i could help more to understand where are the issues really come from. Because, as @scavenjer said, it seems that there is still the "splash damage hit" meccanics in place with the AT weapons, instead of a good HEAT simulation, but this is my past experience speaking. 

    But again, really appreciate the job that you are doing. 

    EDIT: I used both PCML and Titans in direct attack mode. 


  5. About Tank DLC

     

    I saw that you have asked wishes and opinions about that in the last roadmap and, well...  i have to say, sadly, that the tanks are the worst made content of the vanilla game. I hope the DLC can change this.

    1) Absolute priority: fix (because is more a bugfix than a content request) the bugs / issues wrote at the end of this wiki article about the damage system: https://community.bistudio.com/wiki/Arma_3_Damage_Description
     

    Quote

     

    • In vanilla A3, the effects of armor are largely ignored by the damage system.
    • More accurately: armor penetration is present, but its significance is overwhelmed by the global hitpoint effect
    • this due in part to the way hitpoint "spheres" are placed in many Arma vehicles
    • the effects are particularly dramatic for high damage-value weapons and for indirectHit weapons.
    • Caliber-based ballistics work very well, but caliber is bugged for rockets & missiles (it can't be added).
    • Nor can the submunition feature be used as a workaround (it is also bugged for missiles, and limited/unreliable for anything other than high-trajectory artillery shells).
    • A script-based approach must be used to enable those weapon types to penetrate armor correctly. RAM contains such an approach.

     

     

     

     

    Without caliber-based mechanics, it's basically a matter of life points: you can damage/destroy a tank with a 30-40mm gun if you shoot enough bullets. It doesn't make sense. In most of the cases or the bullets penetrates, or not. There should be situations where you need 2-3 ammos to really penetrate and damage the tanks, or where a bullet not penetrate but still makes damage, but should be also more situations where you will not do anything at all because the weapon is not enough powerful to make anything to the tank's armour; or where you penetrate and kill the tank in one hit. IFV cannons should do no damage to side and front tanks armour; AT missiles (as Titan) should kill a tank in one hit if they hit the right spot.

    Another probable strange effect of the hitpoint issue reported above is that the satchel charge makes way more damages to tanks than AT mines, or titan AT, or basically everything. The tank never explode, but if you check inside is all red.

    2) There should be (more) difference between hitting different places of the tank armour. Should be something like (> mean stronger):

     

    Frontal turret armour => frontal hull armour > side turret armour => side hull armour > back armour

    That's not only about realism, but also about gameplay, because if not all the tanks tactics about face the enemy with the front armour / put the tank hull down means nothing. Now, especially against AT weapon for the reasons explained before, there is no much difference. Sometimes is even better being hit in the back instead of on the front: a T-100 hitted in the back hull will have the engine destroyed, but maybe the gun still usable; a T-100 hitted in the front may end destroyed in one hit, especially if hitted in the space between the hull and the turret. There should be weak points, ofc, but generally speaking for the tank survivability front should be better than side and side should be better than back.
    --------
    These two points are, imho, absolute priorities and would make the vanilla tanks play in the same league of the best community-made contents. Indeed, if you want a good example of a working (gameplay-wise) tanks, see the RHS tanks AND their damage system.

    Then it comes a very mine whislist that is not really important, but i'm already here so...

    Wishlist:
    1) Reduce the Slammer armour against AT weapons: to destroy it you need 3 titan AT ammos or countless rpg42 ammos, basically the Slammer is bulletproof from everyside. It's too much. The same for the green side tank, i don't remember the name.
    2) Rudimental FCS. I'm not asking things like the RHS fcs, but something like the ACE fcs yes: not just aim and shoot, but aim - press a button for zeroing - shoot. This makes harder hit moving target, as should be.
    3) APS (active protection system) and ERA (reactive armour).
    4) We are in 2035, so i would like to see a new futuristic class of armoured vehicle, like a vehicle specialized in urban warfare.

    • Like 1

  6. A little update. The secret to remove the square marker is texture="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa";

    class CfgInGameUI{
    	class Cursor{	
    		class Targeting
    		{
    			class MarkedTarget
    			{
    				scale=1;
    				texture="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa";
    				color[]=
    				{
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])"
    				};
    				textureLockable="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa";
    				colorLockable[]=
    				{
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])"
    				};
    				textureFriendly="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa";
    				colorFriendly[]=
    				{
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])"
    				};
    				shadow=0;
    			};
    			class MarkedTargetNoLos: MarkedTarget
    			{
    				texture="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa";
    				color[]=
    				{
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])"
    				};
    				textureLockable="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa";
    				colorLockable[]=
    				{
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])"
    				};
    				textureFriendly="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa";
    				colorFriendly[]=
    				{
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])"
    				};
    			};
    			class Seeker
    			{
    				texture="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa";
    				color[]=
    				{
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])"
    				};
    				scale=1;
    				shadow=0;
    			};
    			class SeekerLocked: Seeker
    			{
    				texture="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa";
    				color[]=
    				{
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])"
    				};
    			};
    			class ImpactPoint: Seeker
    			{
    				scale=0.5;
    				texture="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa";
    				color[]=
    				{
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])"
    				};
    			};
    			class ImpactPointNoLOS: ImpactPoint
    			{
    				texture="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa";
    				color[]=
    				{
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])"
    				};
    			};
    			class HitPrediction: Seeker
    			{
    				scale=0.5;
    				texture="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa";
    				color[]=
    				{
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])"
    				};
    			};
    			class HitConfirm: Seeker
    			{
    				texture="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa";
    				color[]={0.70899999,0.972,0.384,1};
    			};
    			class KnownTarget: Seeker
    			{
    				texture="\A3\ui_f\data\igui\cfg\targeting\empty_ca.paa";
    				color[]=
    				{
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_G',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_B',0])",
    					"(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0])"
    				};
    			};
    		};
    	};
    };
    

    In this case, to be sure to see effects, i put an empty texture everywhere, but you are not supposed to always do it ofc. Probably in my case i should modify only markedTarget and/or knowntarget.

    Now comes the difficult: remove the text with the name of the vehicle and of the player.

     

     

    EDIT: Made it, i think this way

     

    class Cursor
    	{
    		size="0";
    		activeWidth=0;
    		activeHeight=0;
    

    But i also set scale = 0 in every marker to be sure.

     

    • Like 1

  7. the green square marker is from AI and from targeted state

    you can remove it via UI change:

     

    class CfgInGameUI
    	class Cursor
    		class Targeting
    			class MarkedTarget
    			class MarkedTargetNoLos: MarkedTarget
    		class AssignedTarget
    			class Icon
    			class Icon3D: Icon
     

    set 4th param of color to 0

     

     

     

    Thanks, that's a solution. But will it make invisible every targeting marker, like the lock marker, or only that green square?


  8. I don't know if can be removed in other ways than config way, like server settings, but how remove this kind of lead/targeting from the Kayman or Blackfoot?

    http://imgur.com/a/6g6DD

     

    It's not a lock, it's an annoying targeting mark that shows itself also with no-lock weapon like the 20/30mm gatling. You can cycle different targets without see them using the "next target" button and so discover enemies without directly saw them.
     


  9. you can not see the hud in the external view

     

    What do you mean? i never use the third person visual. Probably i was inaccurate: i'm talking about the HUD Lift, and the error is this one:

    13:22:48 Error in expression <_cargo = [((getposATL _cargo) select 0) - _dec_chopper_x,((getposATL _cargo) sel>

    13:22:48   Error position: <- _dec_chopper_x,((getposATL _cargo) sel>

    13:22:48   Error Errore generico nell’espressione

    13:22:48 File ASZ_Helicopter_A3\data\script\Vehicle_Lift\Hud_Lift_On.sqf, line 99


  10. Hi Aspide, thanks for your work. I notice two issues:

    1) The sound made by vehicles (especially helicopters) are a bit low. I don't know if it's on purpose, but they don't feel right to my ear.

    2) The GL of the ar-160 is without any sight! again: I don't know if it's like this by design, but it's impossible to shoot at anything.


    And... where is the vest shown here?

    https://forums.bistudio.com/topic/165052-wip-importing-of-pedagnemod-in-arma-3/?p=2931042

    I can't find it anywhere in this release. It was really good looking.


  11. Hi Toadie;

    As i wrote you few months ago in a PM on Armaholic that probably you have not read (my bad, armaholic was the wrong place): "i notice an annoying bug (...): using your ak pbo, the AK-74M(GL) of RHS mod doesn't work, the granade launcher is renamed in "EGLM" and i can shot but not aim or zeroing with that. Plus, i see that i can't load anymore the RHS granade, but only your VOG-25 ammunition."

    Well, i found out by myself the bug in compat_RHS_Ak: the inherits of the class GP25Muzzle is nomore UGL_F but GP25_base. So for fix it simply change...

    class GP25Muzzle : UGL_F
    to
    class GP25Muzzle : GP25_Base

    Remains the problem with the RHS GL ammunitions. I solved it brutally adding the RHS grenade into "magazines[] += {", but probably there is a more elegant way.

    Thanks for your work, I hope I was helpful.


  12. Hi people, thanks for your work. I have fun with the mk6 mortar - with your module and 'air resistance' enabled, of course - but i don't understand the air density column, that probably is the reason for my inaccurate shot on long range. I know how to calculate air density, but i don't understand what is wrote on the range table: what mean "1 PCT"? inc or dec from which value? can you explain to me? would be very appreciated.


  13. Even the US, that have a much larger budget and a brand new fleet of MRAPs, stayed with gunner manned turrets, what are the odds for a country like Italy to mount remote turrets on a mass-produced vehicle like the Lince...? :D

    If we want to play starship troopers i guess it's ok though...

    What i'm saying is there is a lot of versions of vehicles in mod there are not "mass-produced" at all. And like I said (bad, like my bad english) i have seen a Aspide screenshot of a Puma with a new-generation hitrole. To respond to Zio Sam, now we are in 2014, not in early 2000, there is a middle point between 10 years ago and futuristic settings. You know, the present. :)

    But, don't worry, i don't die without remote turret, i'm only suggesting. :) I simply don't understand this (common) huge love towards '90s e early 2000 things, or this hatred towards modern things. But this is not the right place to talk about it.


  14. God no please lol!

    Also they removed remote turrets from Lince when they noticed the vehicle would roll too easily.

    Well, i know, Lince have this problem also without the hitrole turret, so ok. You can use it anyway, maybe for specific work, maybe with a different turret, like we have the ambulance version we can have the 'remote turret version', but you got the point. But what's for the prayer to god? :) They already make a Puma version with the hitrole (with even the newest version of the turret!), and probably the new Centauro II will have a remote turret (because crew become from 4 to 3). Or you like '90s revival or you must put remote turret somewhere, imho. :)

×