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Found 14 results

  1. Magic radar is dead, long live the feature-creep! As a part of the Jets DLC 'platform upgrade' (ie the free features available to everyone that owns Arma 3), we're releasing an early, rough version of our revisited take on electronic warfare. Part of Arma that was admittedly experiencing some red chains and needed a buff. With the upcoming Jets DLC (and thanks to your feedback) we now have a chance to overhaul big chunks of the target detection and tracking mechanics. Before we go any further, I recommend you to reset your keybinds to the A3 or Apex preset (and dump all the hours you've spent customizing them) - otherwise you'll see a lot of missing strings and unnecessary action menu entries. ;) Let's split it into three parts: mechanics, UI and assets. Target Detection & Tacking The separation of various sensor types and unification of configuration. Sensors can detect targets by Infra-red or Visible spectrum, by active radar or passive radar detection (RWR), by Laser or NV spots and there also can be a sensor for tracking small targets like individual soldiers. Common properties are ranges, angles, how well the sensors detect targets against ground or sky background, how high the target needs to be or how fast it needs to move to be detected. Some of the sensors have unique properties: IR needs the target vehicle to have actually heated up (not just engine on/off) Radar can be switched off (by default: CTRL + R) AI switches the Radar ON in Aware and Combat And Passive radar or RWR detects those that didn't do so :) Targets can now vary in their signatures too. Terrain, route planning, vehicle selection, careful radar usage now makes a big difference. More details about this will be soon available on wiki, in samples, and via an OPREP. The same system can be used for both missile seekers (ammo sensors) and vehicles. So far, we've configured only part of our vehicle ORBAT. Sensor Display & Symbology Current symbology version Prev.version The old magical radar slash compass* slash RWR is gone. It has been replaced by a brand-new synthetic Sensor Display (or Tactical Awareness or Tactical Situation Display if you wish). Yes, it's in the UI. Again, no nice display on modelled MFDs. But no unicorns either. It falls under another novelty - the Custom Info - where you'll find how to open and switch to the Sensor Display. What can be displayed: Where the targets are What type of targets What is their allegiance** Where are the threats What are the ranges of your sensors What you have assigned, marked and what is the type of marked target** And if you happen to have the radar and it's switched on then you can also see target's speed, altitude ASL and distance * Lack of compass means no functionality for relative turrets' directions. We'll bring it back via other means ASAP. ** The target type on Sensor display allowed us to remove the name tag from mark and lock symbols in 3D. Together with it - and this has a major gameplay impact - is gone the automatic red coloring of enemies. Assets -to be updated- What it can't do, what's still heavily in progress, where we need your feedback Balancing - it's rough and quite random atm. A big one where we need your playtesting and feedback. We won't push it into Main Branch anytime soon - expect at least 2 months of public testing and balancing. Enemy confirmation - you've probably noticed the enemy symbology. That's for confirmed enemies only. What's that? We plan to add scripts that you could utilize to have entities confirmed as enemies by any way you find useful. Symbology - something we're still uncertain about. Would you like the old squares vs. triangles better? Internal tests show us that the one available now in Dev Branch may be quite unintuitive. We need your feedback here. Target Recognition - currently the sensor recognizes the target almost immediately. We had ideas about delays or variable recognition distances based on the sensor. Kudos to our modders and community for feedback, shared knowledge and endless inspiration (heya, mando missile :)) And one special nod to airwarriors.com. Documentation: https://community.bistudio.com/wiki/Arma_3_Sensors
  2. Hi I hope you're doing well. I have a problem with a Jet from a mod : the Rafale from the AMF ( french army ) mod. When it comes to JDAM/GBU strike, its a nightmare. The Locking/targeting cone is very small, and the pod is "locked" : once you reach the point you're locked on, when you're above it, the pod won't be able to keep locked on that point, like if it was not able to rotate more.  I would like to know if and how its possible to modify that, like Can WE give it the same values and pod as the A164 Wipeout for example ? Thank you for your help
  3. Hi I hope you're doing well. I have a problem with a Jet from a mod : the Rafale from the AMF ( french army ) mod. When it comes to JDAM/GBU strike, its a nightmare. The Locking/targeting cone is very small, and the pod is "locked" : once you reach the point you're locked on, when you're above it, the pod won't be able to keep locked on that point, like if it was not able to rotate more. I would like to know if and how its possible to modify that, like Can WE give it the same values and pod as the A164 Wipeout for example ? Thank you for your help
  4. ampersand38

    Turret IR Laser

    Adds IR laser pointers to all turrets. Toggle via modded keybind, default L. Targeting pods aka pilot cameras can enable an IR laser pointer while locked to a position or object. Zeus can turn on IR laser pointer for selected units and vehicles. Script access: [_vehicle, _turretPath] call til_main_fnc_IRLaserToggle; Steam Workshop GitHub
  5. Enhanced Visuals this is just the NVG (updated) and laser feature from "Enhanced Movement" seperated into a seperate addon. i will probably add the 3d/pip scopes to this later on once i updated them. also in general any visual feature i might come up with in the future. PICTURES https://steamuserimages-a.akamaihd.net/ugc/88224930532278052/FDE99537A5367224A398B40B109CF35C50E4CE73/ https://steamuserimages-a.akamaihd.net/ugc/88224930532275127/5754E9A3AF6B5B4AA109B93527EAE9A67B9ED6F0/ ________________________________________ Enhanced Visuals - BETA ________________________________________ DISCLAIMERS - use this at your own risk (obviously...) ________________________________________ FEATURES - NVG visuals changed: ---> bloom (especially lights and bright objects) ---> more film grain ---> less visible goggle overlay ---> scan lines overlay - Laser pointer ---> day light laser pointer ---> optional 3d line and dot ________________________________________ INSTRUCTIONS after installing the addon simply go ingame and press ESC. there will be a small menu that will allow you to bind your keys and adjust your settings. for a short demonstration see the video above. ________________________________________ KNOWN ISSUES (please read this before reporting things) - laser position is very generic, not much can be done about this for now - NVG sound plays when looking through scope while NVG enabled and then putting down the scope ________________________________________ FUTURE PLANS - improved laser position ________________________________________ CREDITS - ineptaphid for testing and general passion about these features ________________________________________ LICENSE modification of the contents of this addon requires the author's (that would be me) permission. the contents of this addon are not allowed for any type of commercial use. that includes derivatives of it. that includes using this as part of game modes/servers that have donation systems that are tied to ingame content as reward for donations, even if that content is not this addon specifically. this means the use of this is only allowed in a 100% free context. that obviously excludes normal servers that accept donations without ingame content perks. the use of contents of this addon (if permission was granted) is not allowed outside of arma games. that includes "very similar military simulators based on the RV engine".
  6. getNumber ( configfile >> "CfgAmmo" >> "M_120mm_cannon_ATGM" >> "laserLock" ); I'm trying to detect when a missile uses a laser lock / ir lock/ any other types of lock Arma uses. Unfortunately the above code returns 0 for the ATGM, when it should return 1 as the ATGM definitely laser guided? something to do with the M_120mm_cannon-ATGM having the "class SensorTemplateLaser", maybe?
  7. Hello, I cordially have a problem, What scripts should I use to make Ai drop bomb laser-directed bomb on a designated target, e.g. a tank? something like e.g. Mark tank and fire weapon to target. laser marker look at the target, Please help
  8. In Arsenal within EDEN, I have tried to add the sand Laser Designator to a NATO unit like a rifleman and then of course the battery, but the battery disappears when I play the mission or reopen the arsenal editor. I've tried adding the item with commands like addItem and assignItem in the init field but it doesn't work either. I've also tried adding it to the vest and the uniform. Is this a bug? It's ruining my mission making induction. I seem to always come across bugs like this that stop me in my tracks and they don't seem to be resolved for years. Sometimes these bugs cripple massive features or my dreams of drag and drop combined arms missions that should take seconds to put together. I tried searching the bug report system and couldn't see anything exactly like this. Pls tell me this is my fault and not a bug so I can live out my dreams.
  9. Hi. I want to have the A10 jet from RHS circle around an area and only attack targets that a unit laser designates for him. I want him to use the GAU8 gatling gun on lasers too, how do i make that happen? Because if i just let him fly around he will attack tanks and vehicles by himself...
  10. I've tried multiple things in the init field of the drone, but none seems to work. Here are the things I've tried: uav1 fireAtTarget [target1, weaponMuzzleName] // does nothing uav1 doTarget target1 // does not fire laser marker uav1 commandFire target1; // does nothing uav1 fire "Laserdesignator"; // does nothing uav1 selectWeapon "Laserdesignator"; // does nothing uav1 forceWeaponFire ["Laserdesignator","Laserdesignator"]; // does not fire laser marker either, with or without the previous line uav1 fireAtTarget [target1, "Laserdesignator"]; // this one gives an error... 😛 Ready to give up lol! Nevermind, I found it! 🙂 ANSWER Here is what turns on the laser on the Darter: bool = uav1 fireAtTarget [target1, "Laserdesignator_mounted"]; Also how do you change the UAV feed to FLIR by script?
  11. Simple question... do the LASER guided artillery shells actually work? I've found zero forum posts or how to videos that indicate they do and how to reliably execute their use. Seems there are some who claim to have no issue but many more for whom the system is not working. We've spent a good amount of time trying to get LASER guided anything working and the only thing that has yet to work at all is the artillery. Help appreciated.
  12. Hello guys, I have an issue with missiles and rockets that are able to lock on laser target like the Skalpel or the DAGR When I equip these ordnance on a Wipeout in editor, I'm able to lock on laser target but once I fire the missile or rocket (I waited for the complete diamond lock of course), it just goes straight without turning to the target With the UAV, the issue is even more obvious : If you fire your ATGM without laser lock, the missile will hit the crosshair center. If you had a laser lock, the missile will go straight and miss the target. The only ordnance that worked with the laser are GBU for me (UAV or CAS plane) Am I doing something wrong ? Thanks for your future replies !
  13. Hello! I create a tiny little mod that does 2 things: * it adds laser designator (batteries included!) to all vanilla planes, with allows you to self designate targets for LGB * increases the allowed horizontal turn level in TGP view from -180, 180 to -720, 720 with lets you pan view freely. WARNING! if you lock on (using CTRL+T) it goes back to -180, 180, I couldn't fix that http://www.mediafire.com/file/cg7meve5epqzrc0/%40improved_TGP.zip
  14. Hi. Would it be possible to create a visible laser like this? If so, how? Thanks. EDIT: If the beam is impossible, then how do you at least get the point where it hits?