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Found 6 results

  1. So I wanted to make programmable AB rounds that explode a few meters beyond the turrets current zeroed distance. I thought I could use currentZeroing but it only gives the manually zeroed distances (100,200,300,400,...), however i need to know the distance the gun automatically adjusts to when lasing the range. Is there any way to get that value? Thanks in advance
  2. Today's dev-branch update brings in an improvement to ranging, weapon zeroing and deflection. Most of the rangefinding equipment in the game lost its ability to measure range continuously. If you want to know the distance of a target you're pointing at you first need to lase it. By the "Auto Elevation" action. (The default keybind has been updated to "T" in Arma 3 and Apex presets) All tanks and APCs have lost the ability to automatically track targets. (The Visual sensors that have been recently added to Tank and Wheeled APC base classes have been removed again. If your mod vehicle should have an automatic target tracker you need to define a new sensor component.) At the same time they've received a more tanky-proper fire-control with an ability to use the laser ranging for assisted gun laying. What that means for tank gunners: Whenever you lase a target your main gun and coax's zeroing and deflection will be automatically adjusted according to the target's distance and motion. Keep pointing at the target and fire. First-shot hit ensured. As long as your target moves in a predictable pattern. For everything else you'll need to use your skill ;) Dumping the deflection and zeroing is possible via manual zeroing. New or adjusted elements in the optics: Large 4-digit number (usually at the bottom of the reticle or top right corner) - measured distance Smaller 4-digit number with SPD (bottom left corner) - measured speed of the target Small square (Ready to fire box) - indicates that the gun's zeroing and lead have been adjusted (does not indicate whether the gun has been loaded and is ready to fire) We're pushing the FCS way ahead of the Tanks DLC itself because of how the mechanic complements the Jets DLC Sensor overhaul. Try it, use it, break it. Please let us know what you think!
  3. Mariusz B

    Scopes zeroing

    Hello I wasnt able to find answer for my questions in any post that I check so I decided to make my own. I need to know : HOW DOES SCOPE ZEROING WORKING IN ARMA 3. HOW DOES GAME CALCULATE WHAT ANGLE corresponds to for instance 2000m zeroing for given weapon? My wild shot is that there is an algorithm that is calculating what angle needs to be set to hit target at 2000m range and 0.0 elevation it uses same function which simulates bullet trajectory. Am I missing sth?
  4. Greetings all, i have a small problem some of you may be able to help me with. Im currently making a tank in Arma 3, and everything is complete bar texturing. however after doing some testing i discovered that the main gun isn't zeroing properly. It acts as if it doesnt get any range value from the rangefinder when T is pressed. And when manually zeroed its sometimes on point, sometimes off by 100's of meters. No matter what i try, moving the memory Lod points, tweaking the discretedistances and discretedistanceindex; my tanks main and coaxial guns are always of target. Here is a photo of my FCS in the vehicles config. https://gyazo.com/6eb4844c8832d2427d3a5a3208a82762 And here are the memory points that are used (the point at the end of the barrel is excluded from the image) https://gyazo.com/7a8ebf07a5cf434ca30b9e02d85194eb https://gyazo.com/a227d8e8552c7ee23237a5352db5465f all the memory points are in the correct place, and the gun elevates and depresses, just not in perfect sync with the gunnersview; i assumed this was the problem initially but after moving the gunnersview around i couldn't get them to sync up. Not that it should matter if its just draws a line from the barrel to intersect the line the gunnersview draws. :-/ I have run out of ideas for what it might be, hopefully someone here can give me a hand. Cheers in advance.
  5. Is there going to be importance to have a loader now? Or are the gunners still loading literally everything on their own still?
  6. Hello, I have 3 remarks: 1) After 1.56 update, the tags are total disappeared. I think that is related to this: "Tweaked: Removed dependencies of difficulty flags "Friendly TAG" and "Enemy TAG" on flags "Weapon Crosshair" and "Extended HUD Info". Name tags are now displayed even when weapon crosshair and other HUD elements are disabled. In free look, name tags now display a description of the entity based on where the player is looking (instead of aiming)." 2) Long range scopes have zeroing limited at 1000m. No mater what sniper rifle, scopes like LRPS (2500 m) and TWS (1200 m) are limited at 1000 m zeroing. I observed this bug today, not sure if is 1,56 or some following minor update to blame. 3) Destroyed light bulbs are not saved correctly. This is an old story, appeared after 1.38 or 1.40. Many types of street lamps can be shot with a gun, but after save followed by load (obviously in single player), the lamps shine again. Only a very few types of lamps, 1 or 2, remain off. Not to mention bulb lights that are indestructible, like flashing light of road barriers or airport structures, lights of sea lighthouse (the main reflector and the entrance dor bulb), lights of gas stations. Thank you for attention.
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