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oukej posted a topic in ARMA 3 - DEVELOPMENT BRANCHHere comes another platform feature for Tanks DLC to have fun with :) Our passionate programmers have added an option to switch the fire modes when using missile launchers, bombs, etc. And more importantly, added few different ways in which the missile can reach its target. In short - you can now switch the missile's flight from a simple direct trajectory to one that better utilizes the tank's weaker armour - e.g. the notorious Top attack. We'll try to add more info as the time flies and as the features get utilized more by the game's assets. As well as we'll update the documentation so you can try out what's under the black box. Titan AT PCML
oukej posted a topic in ARMA 3 - DEVELOPMENT BRANCHMagic 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
Jason Straight posted a topic in ARMA 3 - GENERALRecent changes to targeting and locking with attack helicopters has taken the joy and effectiveness out of them, unrealistically. I primarily fly the AH-99, so I'll be talking about my experiences with weapons, radar, and targeting in respect to what I've experienced in that aircraft, which lists a maximum sky range of 3000 and ground range of 2000 for IR, although I seem to actually get 4000 and 3000 respectively. AA will lock on and fire at you at about 4km, you have virtually no chance of coming out on top of an engagement with armored AA, even if you employ bob-up tactics. They will saw you apart with their guns if the missiles don't get you a km before you would even be able to target them. Missiles are now controlled by the pilot, which is great, but they can no longer be laser guided by the gunner, which means you MUST have a valid radar or IR lock to hit. This also means that for IR only munitions that the target be hot (or moving). I understand that this was probably done for game "balance", but it's not balanced when AA can lock and fire at ~4km, and the attack helicopter only to 3km. It's also not at all realistic when you compare the actual effective ranges of laser markers and missiles like the IR DAGR or Hellfire.
TGP_Addon_by_Masnooper_v1.1.0_for_ArmA3_(version>=1.54) This is an addon file that: - Adds a TGP System (Targeting Pod) to most of good planes available. - It has a monitor!!! :D oh! and a PiP via * button (use Numpad's "." (Dot) to change view) - Can track moving targets, even soldiers. - Can lock on buildings, ground and whatever else. - * FLIR Thermal Night vision and etc... - ** Key binding - Different zoom levels even for PiP mode. Good for scouting and lasing and peeping * Some Features Requires ArmA3 Minimum v1.54 ** Key binding system via CBA3 Thanks to: Lala14 & Tajin for the script (Base idea by Kimi_UY) Change log: v1.1.0 (Latest Version) = Added support of RHS:AFRF Tu-95MS = Added support of CUP Su-34 = Added support of Pook Flanker Pack: Su-27, Su-30 and Su-30M = Added support of Pook Bomber Pack: Su-24, Tu-16, Tu-22 and Tu-95 = Added support of Firewill A-10A, A-10C, F-14A, F-14B = Updated support of CUP F-35B How to use: Known issues: = Sometimes you may fail to to open the monitor even after turning the TGP on. In that case, just turn it off and back on again. If failed, restart ArmA3 = Some performance problems Please Do Not Upload/Host This File Anywhere Else. Thank You. File Size < 1MB Download links: If you want to make a small donation please download it via link below: Community Base addons A3