#dev_rc_branch

1 messages ยท Page 14 of 1

past moon
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what OS @void magnet ?

void magnet
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Win10

past moon
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also are you using maxram or not ? (auto it shall take what it needs)

void magnet
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negative, i cleared it all to let it do it's own thing.

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it seems to be spreading core usage pretty well up until that point, and then it goes downhill quickly. but i'm putting stupid demands on it. just so we're clear.

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it did not crash after sitting for a couple hours with AI fighting it out in god mode @ stupid low fps. so thats something i guess.

void magnet
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something else i noticed on the gpu side, even when i crank the VD's up on everything..
https://gyazo.com/d89586087c3c3a1198a4238b4231719b and with everything on blast. im only seeing at best 45% GPU usage (TitanX), and hitting low teens FPS flying around at ground level. holds a solid 20 if i get above the ground detail.

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and this scenario seemingly drops the CPU usage, consistently to around 20%. which is odd, but it holds. if i throw AI into the mix the CPU usage falls apart. but it'll hold 1fps for a looong time.

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6.8gb current record. (no mods, just dlc)

past moon
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if it always reproduce approximately then deliver the scenario e.g. feedback tracker and send me url ๐Ÿ˜‰

void magnet
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yeah, yeah.. i had to fix my testing foo mostly. i'll log some data over the next couple of days. all in all though, in a 'normal' scenario, i have no complaints other than the lod switching (seriously.. ๐Ÿ‘€ )

past moon
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so, anyone got crashes on the 64 yet?

timber sorrel
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what s the branch code for the server anyone know

cloud comet
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@timber sorrel

App ID client: 107410
App ID server: 233780
timber sorrel
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thanks i only wanna test local tho i dont wanna use steacmd on my test client

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id prefer to use the steam GUI

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Arma3Update166RC maybe

cloud comet
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Arma 3 client and Arma 3 server are different app IDs not branches. Arma3Update166RC was for 1.66 release candidate branch for the client and server.

timber sorrel
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yea

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i need the latest

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for teh steam client

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sigh

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they make it so hard

past moon
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166 RC is obsolete ... DEV branch is on 1.67, MAIN branch is on 1.66.hotfix #1, profiling branch is newer than hotfix #1 (see #perf_prof_branch )

timber sorrel
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Arma3Update167RC

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then

past moon
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wrong, next RC will be Arma3Update168RC

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odd number = dev branch, even number = main branch

timber sorrel
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code invalid

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sigh

past moon
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because there is no 1.68 RC yet

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what you trying to get ? DEVELOPMENT branch ?

timber sorrel
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so which 1 has the x64 exe for me to test

past moon
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that's DEV branch ... not RC man ๐Ÿ˜‰

timber sorrel
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ahh

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dev then

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ive got it for the client

past moon
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they have 1 channel because RC is just before release , made from DEV branch minus what's not yet ready

timber sorrel
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just the server unless i just use the -server flag

past moon
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RC is short term (usually 2-4 weeks before new patch) so new channel would be overkill

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107410 -beta development

timber sorrel
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yea i want the code for steam gui on the server

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not for steam cmsd

cloud comet
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... so new channel would be overkill
That's funny.

past moon
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@cloud comet most of channels has it's use, rest i'm not erasing because Discord atm. got no admin-merge-channels feature

timber sorrel
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Well that went well vanila

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Insta crash

past moon
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about x64, one important detail the -maxram= is now limited to 8191 , this is temporary limitation and shall be lifted sometime in future

timber sorrel
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I didnt define max

tulip bane
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ah nice info

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running without page file with 64-bit and 16GB of RAM isn't going to work well if anyone is doing that ๐Ÿ˜›

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runs out of memory in a minute just like expected. I tested it only to see that happening. normally I've page file set on SSD

timber sorrel
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Well it insta crashes on windows 10 insider but works OK with vanila win10

tulip bane
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man the 12/12km view distance is so smooth

past moon
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@timber sorrel report it to Microsoft ๐Ÿ˜‰

timber sorrel
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lol

past moon
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@tulip bane ๐Ÿ˜‰ try 44km ... over Altis or Tanoa

tulip bane
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@past moon I tried earlier 50km but it crashed my game ๐Ÿ˜„

timber sorrel
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how's the 64-bit client so far lol

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haven't fired it up yet

timber sorrel
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So whats the proper protocol with me testing this dev-branch?

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What do I do if the game say crashes?

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@past moon

timber sorrel
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@past moon I have definitely noticed a considerable improvement in performance in regards to a lot of activity going on.

cloud comet
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What do I do if the game say crashes?

The thing you'd do if it crashed on the main branch.

timber sorrel
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I used to go all the way down to 27 FPS in 32bit versions with YAAB

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I get average of 40.5 FPS now

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So there is definite improvement.

cloud comet
timber sorrel
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@cloud comet Got a problem with arma 3 now.

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The single-core clock performance problems just got worse.

candid dew
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@timber sorrel From 27 to 40 in YAAB? The difference shouldn't be that big IMO. Unless you're running the game from HDD?

timber sorrel
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I7-5820K ?

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Could have something to do with?

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it?

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All I know is YAAB definitely ran worse before.

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@candid dew

candid dew
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I don't think the CPU explains the difference. But I know going from HDD to SSD improves the result a lot. So the increased amount of usable RAM in 64bit could also make such a big impact on YAAB. Sort of compensating the slow disk reads.

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So do you have the game on HDD?

past moon
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crashes, anyone ? ๐Ÿ”ฌ

cloud comet
digital geyser
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Ok, how do I FORCE my arma to NOT load any mods?

cloud comet
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How do you start Arma 3? If it is via the Arma 3 Launcher then press the drop down arrow next to "Play" and select "Play without mods", @digital geyser.

digital geyser
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yes, one would think that is the sollution, but if I start arma3 with the launcher first it default to a pre saved mod set.. second it doesn't start 64bit even if i deselect all.. When i force start just the exe 64bit it suddenly wants to load cba..

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I just deleted the whole arma3 root folder content and i will let steam verify and download

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I'm about to delete all

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for some reason it's getting start up parameters from somewhere

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@cloud comet :(

cloud comet
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@digital geyser, check that you have not set launch options for Arma 3 via Steam.

digital geyser
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i did check.. and no

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It just downloaded 36 files.. lets see

cloud comet
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Arma 3 Launcher: Try restore default parameters and unload all mods.

digital geyser
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next i will try your advice

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ok now, i'm back to the batle eye loop

cloud comet
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D:

digital geyser
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My brain is frying.. too little arma.. and too much excitement over 64bit version that i can't even test.. I will now f ing destroy all arma files ouh wait my koth profile

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=) shoudn't have installed dev build

tulip bane
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seems like memory isn't cleared well after changing map. I saw over 7GB of VRAM usage and game crashed soon. I'll send reports later and try to repro the thing

timber sorrel
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@digital geyser Hello again sir, could you pls send me Launcher logs (Options / export Launcher logs to desktop)

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(and game troubleshooting report might be helpful too)

digital geyser
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@timber sorrel i'm sorry i just deleted the whole steam folder... currently redownloading 19GB i'm hoping it will help

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I will upload if it persists

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@timber sorrel Sorry for causing you this grief.. :(

timber sorrel
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@digital geyser You are not missing out on a lot

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I tried it.

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I did notice smoother FPS

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but not much else.

digital geyser
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screw me

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with dwardens BE files it doesn't want to start 64bit arma3

timber sorrel
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Sorry, I don't know what is in the Dwarden's BE files (but I'll ask him), but you need the new version of BE that was released to dev-branch with 64-bit game. The old version of BE is not compatible.

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So apparently, Dwarden's BE files are for profiling branch. They are not compatible with dev-branch and 64-bit game.

cloud comet
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What's the current download size from 1.66 to 1.67?

digital geyser
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@timber sorrel Yeah, for some reason, BE doesn't want to update to the correct files.. it just loops and re downloads constantly

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5.4gb

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GB even =)

cloud comet
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๐Ÿ‘Œ ๐Ÿ‘

past moon
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including engine and launcher fixes related to 64-bit

digital geyser
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nice

tulip bane
cloud comet
past moon
past moon
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updated -maxVRAM= description too just for sure ๐Ÿ˜‰

unreal cypress
unreal cypress
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I missed those, nice find

candid dew
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Normally, I couldn't care less about planes in Arma, but this adds such an interesting dimension to flying that it's starting to sound lot more interesting.
Now if you'll excuse me, I'm gonna take to skies on my 64bit. I'll try to be back before christmas! ๐Ÿ˜ƒ

oak pebble
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anywne know what 'Custom Display Information ' is?

tame rover
candid dew
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"Custom because it allows you to pick in the game which ones you want to have displayed. Custom also because creates a framework for modders to use - more about that later on wiki."

terse delta
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Is trackir broken / disabled in the 64 bit version? Or is something with my setup wrong?

past moon
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btw. i hope everyone noticed last DEV and https://forums.bistudio.com/topic/140837-development-branch-changelog/?page=38#comment-3128859
Added: New animation sources for airplanes:
"aileronTLeftDamaged"
"aileronTRightDamaged"
"aileronBLeftDamaged"
"aileronBRightDamaged"
and some first tidbits from jets ;)
https://forums.bistudio.com/topic/200467-jets-sensor-overhaul/
https://forums.bistudio.com/topic/200469-jets-hitpoints/
https://forums.bistudio.com/topic/200468-jets-custom-info/

cloud comet
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MFW: ๐Ÿ˜ฎ

cloud comet
cloud comet
bleak canopy
cloud comet
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Thanks for the video.

formal dome
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Ref: Dedicated environment. The new arma3server_x64.exe in the dev branch does not want to authenticate with the steam servers. If I run the new arma3_x64.exe with -server switch that authenticates just fine. Firewall is all setup for both.

past moon
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@formal dome i think it's bug, try this: run arma3server_x64.exe binary with steam client installed and just running in memory (no need to have account logged)

formal dome
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Rgr thx dwarden

past moon
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it was ok in previous dev release so there is something 'not right' to be forced for such solution but at least it work

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also for me it does happen with both 32 and 64bit dedicated server binaries

formal dome
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Thx for the info I'll give it a go

past moon
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so, are you ready for performance binaries for development branch ? ๐Ÿ˜‰

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channeling magic

autumn sage
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dropdowns in modules are a bit screwed in the DEV branch

past moon
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@autumn sage thanks for the report but i'm sure that must wait till next year ๐Ÿ˜‰

autumn sage
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it's not my report but yes I know, just thought I'd bring a little attention to it ^^

past moon
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thus you may test the fixes for -enableHT, -cpuCount= and new command-line parameter -HugePages

autumn sage
past moon
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todays DEV : *Tweaked: The 64-bit executable now supports 64-bit FreeTrack and TrackIR DLLs

void magnet
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๐Ÿ‘ ๐Ÿ‘ ๐Ÿ‘

verbal ginkgo
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is there any chance we could get counter clockwise loiter command for UAV terminal?

hollow shard
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So how are the 64bit servers

timber sorrel
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they run ok

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not loaded 1 up with players yet

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but seems to run ok

low stream
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hmm i see only 2 DEV servers

low stream
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New DEV 64bit Domination server set up if any wanna try the DEV 64bit in mp coop - search HUD in serverbrowser.

timber sorrel
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i take it the perf RC exes are now not needed.

supple furnace
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@past moon how do you setup dev server? Is it possible for developers to have access to server devbranch if any and if not care to explain how to do it? Would be usefull for testing under dev or RC build.

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Or its just copy of Arma dev build to separate folder and launch the server from there? I assume this cant be done on linux anyway.

past moon
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there was none and is no DEV server data branch, just client, use arma3.exe -server or arma3_x64.exe -server

supple furnace
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yeah thought so wont work for me Im on nix

verbal ginkgo
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@neat cosmos couple of suggestions regarding the sensors:

  • could we get bearings degrees around the edge of sensors?
  • I'm not sure how display distance is handled. Is 2km by default the maximum range of the sensor? if not then if the target/contact is beyond the display range (but still in range of the sensor) it should be indicated with a small arrow around the edge of the sensor
neat cosmos
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good points.

2km is default for compatibility/legacy. The indicator on edge is something we wanted, but it proved technically complicated and unlikely to happen :/

Otoh - a bit unrelated - indicators retained on edge if they are out of FoR was something recently added to MFD (HUD) tech.

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you mean bearings of horizontal min/max of the sensor cone?

verbal ginkgo
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I mean a simple 360 compas like thing like in the old radar, so eats easier to get your bearings

neat cosmos
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should already be on dev ๐Ÿ˜‰

verbal ginkgo
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didnt see it

neat cosmos
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oh, sry, not yet. Today probably

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you see the HDG letters on sensor display?

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That control is fed from engine with heading numbers.

verbal ginkgo
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no I didnt see those

neat cosmos
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(since engine rev. 139945)

verbal ginkgo
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aslo having heading on radar and stuff would help out in reporting bearings f the contacs

neat cosmos
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is this what u meant?

verbal ginkgo
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what if contact is to your left? i undestand the heading is you vehicle's heading

neat cosmos
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it's your turret's heading

verbal ginkgo
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as for the edge indicator, no sure if would be possilbe, but just freezing the contact display when it reaches the edge could work pretty well. Like you have a check to see if the distance is more than the sensor display then the reported range is simply set to the edge somewhat like this:

if real range > max sensor display range
then
display range = max sensor display range (so target appears at the edge of the sensor)
else
display range = real range

I do realise this much more complicated and I'm n00b at scripting

verbal ginkgo
neat cosmos
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I see

verbal ginkgo
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a suggestion for jets DLC: have planes use the auto-hover button to engage wing level. This way player can keep the plane flying level when using TGP and stuff

sage plinth
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you mean autopilot?

junior panther
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Hi, I'm trying to run arma3_x64 and arma3diag_x64.exe from my separate dev branch folder installed by Game Updater, but neither starts the game, just a process consuming 1,8 Mb of RAM. I'm able to start the 64bit game through dev branch launcher with no problems. My goal is to use diagnostics to play with configs of my custom terrain. Am I missing something here?

tame rover
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have you restarted steam since running game updater?

junior panther
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Hah, silly me! Ofc I didn't restart steam. Now I rebooted whole pc and it works. Cheers! : )

junior panther
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When using diag_mergeConfigFile, my terrain's config file is changing(checked from config viewer),
but my clutter doesn't change visually. Before merging updated config.cpp, I imported my cfgSurfaces from separate cfgSurfaces.h file to the updated config.cpp. Originally my terrain's config.cpp had just "#include cfgSurfaces.h"-line in it. Could it be the cause?

tame rover
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are you reloading the island? Most changes don't take place until mission restart rather than happening in real time, but I guess with islands it might be only when reloading the terrain

junior panther
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I restarted the mission everytime from ingame. Didn't go to main menu or anything like that, though.

tame rover
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Would try that or load the VR map in the editor (probably the fastest to load) then load your island again

junior panther
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Thanks for the tips. Tried that but no dice. All loading screen texts(etc.) will change but nothing on actual terrain. I tried the classical way of just extracting the pbo and packing it after editing the config.cpp. That way it worked, so I atleast have something ; )

scarlet root
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@Hinkkiz#3873 it should work for terrain configs too

junior panther
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@scarlet root I can see modified clutter configs from "Config Viewer" ingame so it somehow works. But my actual rendered clutter doesn't change at all, not even after restarting mission or restarting Eden. I will keep trying to figure it out.

scarlet root
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what exactly do you try to update?

junior panther
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I try to update CfgSurfaceCharacters. I want to try different clutter probabilities and amounts. In my earlier failed test I tried to change field's clutter density by changing probability from 1 to 0.5.

scarlet root
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some parameter get merged into the wrp during binarization

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not sure if thats true for CfgSurfaceCharacters

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it could be the case if the engine is meant to show the exact same clutter composition for everyone in MP

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not sure if thats true for CfgSurfaceCharacters

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unless the distribution algorithm has no randomness to it

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that said you should test with way more extreme differences to make sure your change is just too insignificant

junior panther
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okay thanks! I will look into that : )

verbal ginkgo
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how do set up the new patrol module thingy? I can't see it in the editor

autumn sage
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it should show a couple of modules in the modules list I think

autumn sage
autumn sage
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Alwin claimed this task.
yay ๐Ÿค—

timber sorrel
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i wonder why he closed the ticket since the problem is not solved yet..

crisp wyvern
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@scenic gyro @light lintel but also for guided-weapon modders

For what it's worth I took a look at the PCML ammo config (M_NLAW_AT_F) after it came up in the dev branch changelog, and now it's got a 5 degrees horizontal/vertical visual sensor with minRange = 500;/minRange = 800; before range modifiers (i.e. visualTargetSize or view distance) for both air/ground-silhouetted targets, seems not to have issues with distinguishing targets from ground clutter and can 'specific vehicle type' (not just 'vehicle role') vehicles at 2 km, but also only able to detect targets moving at/up to 120 km/h... this apparently overrides airLock = 0; / irLock = 1; / laserLock = 0; / nvLock = 0;

As importantly, thanks to new properties in M_NLAW_AT_F, the PCML's also able to start locking a target within 5 degrees of the ammo's current direction and can lock a target which is within 20 to 600 meters and moving at up to 80 km/h, although it can detect/track targets further out or moving faster up to the effective limits of its visual sensor in the given situation.

light lintel
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so it's kinda multi-purpose now? But narrow fov and limited range

dire reef
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My entire missilebox no longer works with dev branch..it actually crashes the game and I don't really know why..any ideas

crisp wyvern
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@dire reef Any chance you've got the RPT corresponding to the latest CTD handy?

dire reef
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Hey I got it fixed

crisp wyvern
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Great! What was your solution?

verbal ginkgo
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@neat cosmos the laser sensor template seems to not function as well as laserScanner = true;. On my AC-130 with the laser designator sensor component, using SensorTemplateLaser, I routinely lose lock on the laser marker. Whereas if I only have laserScanner = true I never had such issue.
Is it possible to make the new laser sensor to be as perfect as the old laserScanner?

neat cosmos
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just to confirm - this is not RC related?

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can we take it to configs?

verbal ginkgo
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@neat cosmos It kinda is, as it is tied to the new sensors stuff and I'm on dev, but if you want to then ok

neat cosmos
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honestly I'm not quite familiar with the different groups, but I'd expect RC to be Release Candidate thread (patch RC). Sensors won't get there yet ๐Ÿ˜‰

autumn sage
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@neat cosmos /topic is "Discussion related to DEVELOPMENT and Release Candidate branches" ๐Ÿ˜›

tame rover
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Time to add another channel!

lavish basalt
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GOD NO!

past moon
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the point of it being merged with RC is that RC is short lived ... usually 2 weeks hence majority of time it's DEV discussion

crisp wyvern
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@light lintel I just realized that as of the Thursday 2 February 2017 build the Buzzard's gained IR (though not visual) to go with its (air-optimized) active radar... shorter range/narrower coverage (3 km, 30 x 30 degrees, 10 degrees of which is above the nose/long axis of the fuselage and 20 degrees thereof below) than the Neophron/Wipeout's IR (4 km, 60 x 60 degrees, 20 above/40 below) but it's still a passive sensor for the Buzzard to go "silent hunting" with (no pun intended)

light lintel
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BTW i was told that visual sensors appear to be more effective than IR

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probably shouldn't be the case, since they'd involve image processing and stuff

crisp wyvern
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@light lintel oukej has specified a lot of possible drawbacks to visual though versus a primary benefit of 'doesn't need a heated up target'

past moon
hushed pagoda
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is dynamic simulation included?

autumn sage
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uh didn't that make it in to 1.66?

hushed pagoda
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only the commands without usage

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the system itself was in dev branch tho

karmic jolt
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is there any servers ?

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RC branch ?

candid dew
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No official servers yet

bleak rivet
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Tested the 64-Bit Client for some hours now: Worked nice for me! Currently testing the 64-Bit-Server Version....

bleak rivet
autumn sage
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^ do make sure to download the 64-bit one ๐Ÿ˜›

timber sorrel
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is that for launcher or arma3 ?

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am kinda hoping arma3 will require vc2015

bleak rivet
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@timber sorrel My 64-Bit Server needed that files. For the launcher I am not sure, as this files were installed by default on my workstation.

timber sorrel
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Ahh nice thanks

bleak rivet
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Tested 64-Bit Client with 32-Bit Server: Works smooth! But I am unable to test 64-Bit-server, as my client says "Steam Authentication Failed" when I try to join. The server wont show up in the server list (only direct connect is possible) too. I have also noticed that the server Console (console! NOT Log) with 32-Bit displays the following line at startup 20:06:29 Game Port: 2342, Steam Query Port: 2343, but my 64-Bit server doesn't display this line. Maybe that's the problem? Maybe it is just for RC? RPT: 20:44:11 Client: Staynex - Kicked off because of invalid ticket: Invalid ticket - Ticket invalid Console: 21:06:00 BattlEye Server: Player #0 Staynex (IP) connected 21:06:01 Player Staynex connecting. 21:06:03 Player Staynex connected (id=ID). 21:06:03 Player Staynex disconnected. 21:06:03 BattlEye Server: Player #0 Staynex disconnected -_- Any ideas how to fix that or how I could connect? (Internal Ticket ID: https://armajunkies.atlassian.net/browse/AJWL-157) EDIT: I found the following line at the beginning of my .rpt: 18:26:20 SteamAPI initialization failed. Steam features won't be accessible!

timber sorrel
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Arma3Launcher seems to have a bug on the rc build (i don't really use it on stable to be honest)
http://puu.sh/tWdkl/6d3518dc85.png
Basically all 8 cores were closed to maxed untill i killed process
edit: From glance at logs, might be caused by me deleting addon files while launcher was scanning the files. Maybe stuck in loop trying to rescan files

scarlet root
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@timber sorrel

timber sorrel
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@timber sorrel Could you please send me the logs?

candid dew
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Will there be official servers for the release candidate? Combat patrol possibly?

pliant forum
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Had a weird thing last night. Trying to use Game Updater from A3 Tools to get a second install of A3 on the box for testing purposes but wasn't able to get the RC code to be recognized until I went back to regular Arma login on steam. Anyone else have this happen?

full sonnet
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Btw will x64 Linux server be a thing on 1.68 release? Or will that come later?

past moon
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@full sonnet @timber sorrel 64-bit for linux unsure atm. still quite crash-bugs in nix server binaries

cloud comet
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arma3server.rpt

10:31:18 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
a3_characters_f

That warning is still here in 1.68.140365 RC01.

scarlet root
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@cloud comet i posted already in the RC thread but would be good if you could do too

cloud comet
timber sorrel
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Crash dumps for RC Builds go where? Thanks

past moon
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known issue with 1.68 RC arma3server_x64.exe , it seems the STEAMworks API isn't initializing, the workaround is to install STEAMclient and run it at login screen (no need login)

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32-bit seems to not be affected by this problem and thus workaround isn't needed (similar bug existed in DEV branch for 32-bit and was resolved some week ago)

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@cloud comet thanks ye i noticed that too

bleak rivet
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@past moon Thanks! I'll try that tomorrow!

crisp wyvern
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@neat cosmos Probably bug: unable to change the underwing stores on the Wipeout (Dynamic Loadout) left wing only? Right underwing stores dropdown fields all seem to work normally

bleak rivet
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@past moon Regarding the 64-Bit and Steam-API: Thanks! Your workaround worked for my dev Server! But the logs still show some steam errors: RPT: 16:02:01 Unable to initialize Steam API. 16:02:01 SteamAPI initialization failed. Steam features won't be accessible! Console: 16:06:49 Warning: Current Steam AppId: doesn't match expected value: 107410 Anyway, I am able to connect now - so lets test it!

bleak rivet
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64-Bit Server is working smooth! Finished all my tests.

timber sorrel
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Will make up repo + ticket later.
But using _unit setSpeaker "NoVoice"; in a unit init eventhandler will cause segfault.

past moon
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@bleak rivet np, glad it works for you too

timber sorrel
verbal ginkgo
#

With the new sensors I miss some kind of compass that old system had for vehicles. Especially since you cannot open the compass inside the vehicle like you can do on foot. It would be great if the new sensors got a compass indicator/overlay (NSEW + angles) or if you could open the personal compass inside the vehicle

scenic gyro
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none of my compasses are terribly accurate inside my car, hate to think how they'd cope inside a big steel box on wheels

verbal ginkgo
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so?

#

That does not mean I have to be completely unable to get any bearings when I'm inside a vehicle

#

All I ask for now is the ability to view the compass like I'm on foot

tame rover
#

The sensor displays have a numerical heading value 0/360 = N, 90 = E, 180 = S, 270 = W

verbal ginkgo
#

yeah, but its not as readable as the compas

#

it would be great if the values were added to the rada wheel background

light lintel
#

@past moon
Added: New speedZomMaxSpeed and speedZoomMaxFOV view parameters
is there a typo in the dev branch changelog or is the actual command speedZomMaxSpeed ? (zom instead of zoom)

crisp wyvern
#

@light lintel Speaking of dev branch changelog, notice the line about drones sharing acquired targets via datalink?

light lintel
#

Yes, I did! Should make them interesting to use now. (I also wonder if that applies for the darter?)

scenic gyro
#

That's a great addition, makes drones much more useful in small teams or singleplayer

crisp wyvern
#

@light lintel @scenic gyro Here's my trip report: https://forums.bistudio.com/topic/200467-jets-sensor-overhaul/?do=findComment&comment=3152751
Stuck aย Tayran (CSAT AR-2) and an ammo-lessย Xi'an with a UAV Terminal-equipped pilot behind a hill, the active radar off and the gunner-operatedย IR/visual sensor pointed away from where I'd stuck three Hummingbirds and a HEMTT Ammo on the other side of the hill some distance away... once the Tayran had moved into position to detect them their hollowed symbolsย appeared, and though I couldn't mark themย they had been identified by the Tayran enough for me to tell my AI gunner to target them via the (complex) command menu in anticipation of a "pop-up" attack, leading to the gunner pointing the turret with its sensors in theirย direction.

light lintel
#

interesting!

light lintel
#

Tweaked: Jets can now perform sharper turns
weren't they sharp enough already? ๐Ÿ˜„

crisp wyvern
scenic gyro
#

interesting - didn't even think about gunpods

crisp wyvern
#

@scenic gyro The BIKI previously mentioned that the system was supposed to be "future-compatible" but no mention of when until today's reveal

scenic gyro
#

I'm almost glad that I'm out of the country for a few weeks, it's pretty tiring getting excited by each of these little reveals ๐Ÿ˜ƒ

#

They've gone well beyond what I expected with the engine changes for this DLC. I wonder if we're going to see the same for the other DLCs

light lintel
#

One can hope!

#

And yeah, people in our community have been dreaming of 10 gun pods for the past few days ๐Ÿ˜‚

#

Really happy with how this is shaping up, I don't even care about which planes they intro in the DLC, they're all effectively multirole now

#

apart from sensor limitations, of course

upbeat granite
#

Hey someone quick ? How to update to RC?

#

what is the steam code thingy

#

should also be in the notes / description @past moon

#

found it Arma3Update168RC

cloud comet
#

There's a 4.4 GB update for 1.68 RC02 (client), but I don't see a change log.

unreal cypress
#

I didn't see it updated in the changelog either, but in Skype Iceman said
"the update contains mostly fixes on structures (data wise), adding some missing strings and couple of crash fixes and fixes connected to weapon switching"

cloud comet
#

๐Ÿ‘Œ ๐Ÿ‘

crisp wyvern
tame rover
#

Note that he mentions that he hasn't been able to get the setup to show on his own made jet though. He's gotten the Attributes/UI applied but he's having some difficulty with understanding the needs of the jet model itself

crisp wyvern
#

@tame rover True, though I guess that there's a disconnect between the BIKI article and 'understanding imparted on non-dev from reading it'...?

tame rover
#

I imagine so. Or Binarise needs to be equipped to do it with a potentially new .p3d version

#

I dare say Test_Plane_01 will be updated at some point with dynamic loadout in mind, to serve as an example

void magnet
#

๐Ÿคฃ

crisp wyvern
#

@tame rover Rather looking forward to that possibility... although I must note (re: Binarise) that we already have community-stores-on-vanilla aircraft so that's a positive sign re: whether or not a new p3d type is involved

silk cargo
#

anyone else having a gamecrash when you try to delete a occupied vehicle in editor?

#

on latest dev branche

#

arma3.exe

severe nimbus
#

@silk cargo it happened to me a few times while trying out radar in the editor ... provide them with the error log if you can ...

silk cargo
#

it is CTD without even a crash file

crisp shell
#

is there a new tail rotor kill script with the RC as we are getting cloned units that get killed by the tail rotor

#

and if so is there a way to disable this

tailBladeCenter = "rotor_02_center";
tailBladeRadius = 0.5;
tailBladeVertical = 1;

timber sorrel
#

Seen that bug with current arma.
Easy enough to repo
Basically the clients getting confused over if unit is dead

crisp shell
#

yer but i replaced the whole arma handel dammage so it should not effect my players and only happens with the tail rotor of the choppers

timber sorrel
#

Yeah you could try submit a bug report.
I just lack motivation because they will want repo mission aswell

#

But that bug has been in the atleast 1-2 arma versions

crisp shell
#

Ontop of that they ignore you when you try and talk to any of them this is why i stopped trying to help along time ago

crisp shell
crisp wyvern
#

@scenic gyro @void magnet @light lintel As per the dev branch changelog, now the AH-99 Blackfoot has Dynamic Loadout support

void magnet
#

wonder how many missiles we can put on that ๐Ÿ˜„

tame rover
#

only 6

#

it doesn't support the new 3x and 4x Scalpel pylons that the Wipeout has

void magnet
#

well, boo... that Wipeout though. ๐Ÿ˜„

tame rover
#

Putting DAGR pods on the Wipeout is possibly even dafter though. Since those are laser-guided as well, and like 12 shots per pod

light lintel
#

would be cool to have DAGRs that don't lock (only SACLOS), for the wipeout, would make a fun mini-game for the pilot ๐Ÿ˜„

#

@crisp wyvern aye, I saw ๐Ÿ˜ƒ

#

I wonder if the Jets DLC will bring two-seater jets

crisp wyvern
#

@light lintel That'd be an interesting dynamic to say the least

hollow shard
#

@past moon could you consider making dev branch entity(?) in steam library? Its really time consuming to switch from Dev to Standard builds all the time when testing new things out

crisp wyvern
#

@hollow shard Download the Arma 3 Tools, use Game Updater and you can maintain separate dev/standard builds simultaneously.

past moon
#

or just use steamcmd like me ๐Ÿ˜‰ (^ the abuse use it just more end-use friendlier)

hollow shard
#

@crisp wyvern Thanks xD

crisp wyvern
#

@scenic gyro @void magnet @light lintel From the 22 February 2017 dev branch changelog:
Tweaked: Sensor displays now have 4 range modes (e.g. 4km, 2km, 16km, 8km)
Exactly what it sounds like, if you have the sensor display in either window selected then RCtrl+left-or-right-bracket-key will cycle through the aforementioned display resolutions
Tweaked: Increased Radar range of anti-air platforms and the Buzzard airplane
Cheetah/Tigris active radar now good out to 8 km vs. air background/5 km vs. ground background (type recognition at 4 km) and pointed 45 degrees upward with 100 degrees of vertical coverage; Buzzard active radar is 8 km vs. air/4 km vs. ground (type recognition at 3 km) plus horizontal coverage reduced by 25% to 90 degrees
Added: New sensors for the Titan AT, AA (both IR) and the Zephyr (Radar)
Both Titan versions' IR sensors have detect/track cones of only 7 degrees horizontal/4.5 degrees vertical and lock cones of 4 degrees, but the Titan (AA) can detect/track/lock out to 5 km with sky background or detect/track out to 3 km with ground background (min lock range 100 m) so long as the targets move 5 m above terrain level at up to 2500 km/h (lock @ up to 2000 km/h) while the Titan (AP/AT) can detect/track/lock out to 4 km (both sky/ground backgrounds, min lock range 50 m) but only if they're moving up to 120 km/h and can detect/track targets no higher than 100 m above terrain level, but it's more resistant to ground clutter than the Titan (AA)...
Tweaked: AA Titan now seeks targets automatically
No idea what's going on here, so far it seems all Titan ammo still has autoSeekTarget = 0; and lookSeekRadius = 0;

light lintel
#

Thanks for the write up, man! Some of those changes are really nice, some of them are puzzling. Will write more soon.

crisp wyvern
#

@light lintel Well hey, Hatchet's tried to get me to set up an Arma blog at least three times over the years I think, I think even dslyecxi brought up my... experience ๐Ÿ˜› so this is something I'd like to try doing in lieu of one

crisp wyvern
#

@light lintel Edited my synopsis to include the Zephyr's new stats

light lintel
#

So my issues/concerns are:

  1. what is the logic behind the Cheetah/Tigris/Buzzard's type recognition at 4km? Is this visual or radar based? If radar based, then why does distance make a difference? Additionally, if radar based, it's sorta weird, because if i'm not wrong you can only get a size estimate of a radar contact (i.e. you'll looking at the reflected signal from an object, it shouldn't be enough to tell you what it is - just its estimated size).

  2. The titan stuff is weird. Isn't the Titan (AA) supposed to be a combination of both IR and optical detectors? In which case, why the different sky/ground background differences, and why a minimum lock range? I also think the lock ranges are excessive - should be capped to 3km imo (tbh i'd cap it to 2 km, but okay, 3km...) to avoid overlapping with vehicle AA roles.

  3. Similarly, midly concerned about the Titan AT's 4km lock range. Current range is about 1.5 km i think, ideal would probably be 2km from a gameplay PoV. And yeah, IRL Javelin has effective range of 4.7 km... but for Arma, i don't know if it's not too much. Will AI be able to engage from 4km away? Again slightly concerned about the min lock range, I'm not sure why it's needed, or what the logic is?

#

can detect/track targets no higher than 100 m above terrain level
also a weird thing. What's the logic behind this? It uses IR :/ why does being 101m suddenly make the lock unattainable? I would understand not being capapble of hitting flying stuff if it had top attack mode but...

And in combination with the 50m min range, there's a strong possibility you can't lock onto something hovering 45m away from you (to be fair SACLOS exists for that)

#

the speed limitation seems fair though

#

Auto target is nice

#

It's also maybe a good idea to let the MPRL actually be multi-purpose? ๐Ÿ˜›

tame rover
#

Many modern radar systems are actually capable of identifying targets by their radar return.

#

Defence laboratories go through the effort of analysing and recording the radar cross-section of different targets, and using that data to generate a database for comparison

tame rover
light lintel
#

that's interesting
but does it actually work in combat? AFAIK the F-35 hasn't seen combat yet

#

But yeah, it can tell a tank from an APC maybe

#

But can it tell between two tanks?

#

Or two APCs?

#

Can it tell a Buzzard (CAS) from a Buzzard (AA)? that is the question

#

Or rather, that is one question.

#

The other then becomes, if target identification is indeed done via radar, then why limit it by a range less than that of the radar?

#

esp. vs air targets

light lintel
#

(assuming that ground targets need a stronger SNR)

tame rover
#

why limit it by a range less than that of the radar Resolution

light lintel
#

at 8km should it make a difference against air targets?

#

I mean 8km vs 3km seems like a small difference for radar...

#

esp considering what the videos implied

tame rover
#

it is. IRL you'd be able to do detection and ID at much greater ranges. But this is a game

light lintel
#

Aye, but what's the point of it

#

I can see the point of it when the target has the ground behind it

#

I can't see the point of it when it's against the sky

#

i.e. what's the rationale of doing this?

#

feels arbitrary

#

just keep ID at 8km

tame rover
#

Background shouldn't make much difference in terms of ID with radar and thermal since at the ranges that a thermal or radar sensor is able to resolve the image, it's probably got significant contrast against the background anyway

light lintel
#

then probably just keep ID at 8km

#

for vehicles, yes, I can see the shorter range argument

#

because ground clutter, less distinctive shape, angles (will relative angles affect identification?)

#

the thing is, it sounds like it's not too far away from becoming magic radar again, in some aspects ๐Ÿ˜„

tame rover
#

But a metal object creates a higher return than clutter, so you have more data to process about the target than its environment

#

Ground clutter etc. does limit the detection range anyway in Arma. I wouldn't be surprised if ID range scales with it

#

I don't have any good data for how well radar detection vs ID scales, just some stuff for hand-held thermal and I2 systems http://i.imgur.com/r898p67.jpg

crisp wyvern
#

@light lintel From what I can tell the typeRecognitionDistance is the point at which you go from "Helicopter" to "PO-30 Orca"

light lintel
#

Aye, but on what basis

crisp wyvern
#

Considering that the system is abstracted my explanation is "the point at which the onboard systems are able to narrow down the marked target's radar return to an individual database entry"

#

Jets-wise nothing much to note in the 24 February 2017 changelog, just these items:

Added: A new reportRemoteTarget script command```
@neat cosmos Would that last item be to have a vehicle (even if it does not have *reportRemoteTargets = true;* in its vehicle config) do a one-time transmitting of its detected targets? Also, rather interested in knowing just what the heck a Side's 'center' is...
verbal ginkgo
#

couple of request:

  • could we get animation sources for pilots/driver X and Y view direction rotation (aside from the pilotcamera)
  • could we get an option so gun can be zeroed in and locked onto a target in manual fire, even if there is no AI present the gunner's position, only player-driver

This would allow to get around the problems with inability to animate gun memory points on the "hull" config of a vehicle

severe nimbus
#

On Dev Branch locking ground targets on the Blackfoot with DynLoadout is not working too well for me. (Using T as the keybinds say.) I have to get really close like a few hundred meters before it starts locking. Is there a new way of locking targets that I missed? Anyone have the same issue?

crisp wyvern
#

I might have had that with the Blackfoot as well overnight, have you tried 'Next target (in veh.)' keybind (on Arma 3 Apex Preset that's R) instead?

severe nimbus
#

Yep, that didn't work either. I tried it on the Wathog, too and on both versions, 'normal' and dynamic loadout, each.

crisp wyvern
#

That's an oddity because on the Blackfoot the air-to-ground weapon would be the DAGRs, which have not yet been outfitted with the new sensors system(s) or the new missile lock restrictions (i.e. max distance)

supple furnace
#

4.7gb RC update

void magnet
#

๐Ÿ˜ฏ

unreal cypress
#
Updates
28-02-2017
Tweakes Ambient Occlusion of structures
Fix to the Respawn Screen
Fixes to character animations (https://feedback.bistudio.com/T123369)
Fixed cars getting stuck on bridges on Tanoa (https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3153369)
#

I believe that is the third RC update.

This was the second

Previous updates
Ambient Occlusion fixes
Fix of vehicles of Apex owners getting stuck (https://feedback.bistudio.com/T120992)
Fix to characters clipping through the Mora vehicle
Fix to proxies of flags (used for CTF)
Fix to the Firing Drills freezing mechanics
void magnet
#

hmm... wonder if that fixes all vehicles with AI and bridges. thanks for info guys ๐Ÿ‘

hushed pagoda
#

can anybody confirm that the x64 dedi server returns : [1970,1,1,1,0,0]
for the "missionStart" command?

hushed pagoda
#

appears to be only during preInit (and some time after that)
after some time it returns the correct dedicated server time values

magic spoke
#

Sure do hope sooo ๐Ÿ˜„

hexed citrus
candid dew
#

All those results are within the margin of error IMO.

#

Except the 32.7

hexed citrus
#

No, you can see while the mission runs that fps are lower (FPS counter)

candid dew
#

Well yeah, if the average is lower too. :)
But in that test it's not a meaningful difference. Unless you see the same after running the test 10 times each.

#

I mean, I wouldn't worry about it.

light lintel
#

analyse frame time data

#

see if there's a significant deviation in things like 99th or 95th percentile frame times

hexed citrus
#

I'm not talking about the mission fps counter, but external fps display. FPS have dropped in the latest RC. But who cares. It really doesn't matter, the fps are too low anyway.

hexed citrus
past moon
#

@hexed citrus is the FPS drop consistent all the time or just in specific parts (e.g. map, inventory, usage of certain equipment or inside vehicles) ?

hexed citrus
#

@past moon for me FPS are lower all the time

hexed citrus
light lintel
#

hmm i had lower FPS too with v19 yesterday, after two missions

tame rover
#

New tank FCS stuff is pretty damn sweet

light lintel
#

aye just saw

tame rover
#

Works nicely. Seems to get the traverse speed from the target vehicle rather than calculating from turret movement, but nice none the less

light lintel
#

it sounds a bit "spam T and be OP" though

#

haven't tried it though.

lucid prawn
#

Oh shit, I did my daily routine and forgot to check dev on the day we get sweet tank improvements. Looks sweet!

#

Were the sensors fixed?

#

Can't find it in the Changelog

tame rover
#

It still requires some skill. Doing good track and choosing the right time to lase and shoot so that the firing solution is right for the heading of the target

#

It's no more OP than say the ACE FCS or RHS' Abrams FCS

#

@lucid prawn you mean for missiles/AT launchers?

lucid prawn
#

Yes

tame rover
#

I forgot to try it. Will have a go in a sec

light lintel
#

i see. never used ACE FCS/RHS FCS

tame rover
#

Nah, launchers still aren't locking on

lucid prawn
#

Thanks for testing, though!

scarlet root
#

btw did anything of the COOP variant of the APEX campaign came to light yet?

light lintel
#

? What do you mean, the Apex campaign is already coop...

lucid prawn
#

Some improvements were announced on the roadmap.

scarlet root
#

sorry meant the non COOP variant

light lintel
#

I haven't been paying attention to campaign changes...

#

Dwarden heard anything about any planned VON system updates? Like volume sliders for direct etc ๐Ÿ˜›

cloud comet
paper ocean
#

anyone knows why i have ~20 fps more in 32bit client than 64bit?

autumn sage
#

specs?

paper ocean
#
Intel i7 3635 2.4GHz
AMD Radeon HD 8600/8700M
light lintel
#

i was just wondering, is there a plan to pre-load more assets like building textures once 64-bit lands?

#

would help prevent stuttering when looking at a town and zooming in

crisp wyvern
#

Now on dev branch: Wipeout "game element PIP" replaced with in-HUD-only CCIP for cannon, rockets, and GBUs, credit to Ampersand for the screenshots: http://imgur.com/a/pkvRQ

tame rover
#

Addons can be configured to do the HUD CCIP offset in the RC already for 1.68. impactPoint source was added to class MFD a while ago. The range indicator is new to the dev branch though.

#

Also new in dev today is that the red and yellow view cones for the visual and IR sensors, rotate in the "radar" display depending on which direction the pilotCamera/TGP is pointing. They're no longer fixed forward

crisp wyvern
#

@tame rover So far that's only for the Wipeout, thanks to animDirection="PilotCamera_V";

tame rover
#

Yeah, the changelog for today specified it was only the Wipeout with the adjusted sensor so far

#

Other aircraft have the CCIP stuff

unborn fog
#

Chortles: thanks for the link, good stuff. will love to be finally be able to use CCIP pipper.

scarlet root
#

any update on 1.68 this week or not?

idle furnace
#

If it's coming this week it will be tomorrow or Friday, it's already overdue. At a guess, I would think it would get pushed out at 5 o'clock ๐Ÿ‡จ๐Ÿ‡ฟ time on Friday ๐Ÿ˜‚

light lintel
#

Added: UI control for incremental throttle (WIP)
excited

burnt raft
#

Interesting....

unreal cypress
#

Tomorrow (Thursday) is the most likely candidate. BI hasn't done a Friday release in awhile, and for good reason.

1.66 - Thursday
1.64 - Thursday
1.62 - Monday
1.60 - Monday
1.58 - Thursday
1.56 - Thursday
crisp wyvern
#

15 March 2017 changelog:
Tweaked: All CAS airplanes' sensors now reflect the targeting pod view;
coughsomeoneforgottheNeophron The Buzzard config now has the same IR/visual sensor config parameters/values as the Wipeout, including animDirection="PilotCamera_V"; which the Wipeout received the day before; the Neophron config seems to be unchanged.
Tweaked: Targeting pod modes and zoom have been adjusted
Buzzard and Wipeout gained "NVG" in addition to "Normal" and "Ti", while the Medium FOV ("5.0x") now has initFoV/minFoV/maxFoV values of "(6 / 120)" instead of "(15 / 120)", Narrow FOV ("15.0x") has values of "(2 / 120)" instead of "(3.75 / 120)", the maxTurn/minTurn values are +/-160 instead of +/-150, the minElev value is now -20 instead of -10, and the initElev value is 5 instead of 0.

clever dragon
#

@unreal cypress ... you made some guys very happy over here at BI.. with your clutter thing

#

๐Ÿ˜‰

past moon
#

@unreal cypress keeps better track on days of releases than me ๐Ÿ˜‰ i just wish i can forget

burnt raft
#

Chortles too!

verbal ginkgo
#

Hey, just wanted to drop by and say that the new 3rd person camera for planes and helicopter ROCKS! It just feels so good to flying 3rd person without the need to constantly readjust camera

#

Great job!

tame rover
#

Yeah, I was playing it yesterday. Feels great flying in 3rd person now. Especially the Neophron.

light lintel
#
Added: A separate airbrake control ```
#

weeee

tame rover
#

I couldn't find the airbrake control in options. I found a wheelbrake one though that I didn't know was there for planes

crisp wyvern
#

This seems to be a bit of a big deal... 21 March 2017:
Tweaked: Passive sensors now do not allow marking by default
Oh boy the Xi'an gettin' in on the TGP action:
Tweaked: The UI gunner aim indicator was removed from the Xian vehicle Added: PNVS (pilotCamera) to the Xian pilots (WIP)
Ahahahaha:
Tweaked: Increased the passive radar template range to 16 kilometers

unborn fog
#

heh yeah like twice the stratis length ๐Ÿ˜‰

crisp wyvern
#

I imagine that the devs do know that people have bigger terrains being cooked up... ๐Ÿ˜‰

tame rover
#

Xi'an still having the HMD display in pilotCamera is a little odd though (and it getting zoomed in). Hopefully they can fix that

#

Makes me wonder if they could use the MFD/HMD tech to make first focal plane reticles for rifle scopes though ๐Ÿค”

bleak canopy
#

anyone recall which update had the jet ILS?

tame rover
#

The runway outline? I think I noticed it on the neophron around 140738 or 140761

bleak canopy
#

140738 was 1.6GB. I'll go with that.

#

ty

tame rover
#

Coding the MFD/HUD stuff is mostly done by config though, so could have been done in a much smaller update

burnt raft
#

Wow, Dev feel smooth as silk

crisp wyvern
#

And thanks to @blazing sorrel for this screenshot confirming the existence of the Buzzard (Dynamic loadout): http://imgur.com/lU6gWsM Although the in-game loadout is two HE Shrieker pods, two Macers, two Falchions, and the gun pod plus it's not an "every possible weapon on every station" situation, there's limited stores on the outermost pylons and the centerline fuselage station only allows the gun pod for now

lament dawn
#

Sorry if this has been asked but when I looked on the forums I just wasnt sure with @neat cosmos 's response but will there be some sort of service menu for the dynamic loadouts while in mission?

#

Oh did I post this in the wrong area? Sorry, there is so many channels!

light lintel
#

@lament dawn no in mission service menu afaik

#

but in editor

#

you can script one in, i suppose (already done by some mods) but no vanilla solution

tame rover
#

It's mentioned on the biki that there will be provisions for mission designers to allow players acces to loadout selection either at mission start or ingame

#

I assume it'll be a module

light lintel
#

oooh

#

now that is interesting

crisp wyvern
#

Aye, but then of course how much can/should a 'mission start' (Briefing screen) or in-mission loadout editor be able to break the limits imposed in the magazine and vehicle configs? Namely, both must have at least one entry in common between their respective hardpoints arrays, the mass of the 'dynamic loadouts version' magazine must not exceed the pylon/station's maxweight value, i.e. the Buzzard underwing pylons will accept any bomb/gun pod/missile/rocket pod that both shares the Buzzard pylons' hardpoints[]={"B_BOMB_PYLON"}; and has a light enough mass, i.e. the Twin Cannon 20mm gun pod (PylonWeapon_300Rnd_20mm_shells) has for its compatible hardpoints B_BOMB_PYLON and B_A143_BUZZARD_CENTER_PYLON and its mass value of 230 lets it fit under the inboard (maxweight=400;) and midboard (maxweight=320;) pylons but not the outboard (maxweight=200;) pylons. (The centerline fuselage station currently only supports the B_A143_BUZZARD_CENTER_PYLON hardpoint so currently only the Twin Cannon 20mm can be fitted underneath.)

light lintel
#

hey if missiles/rockets are being tweaked, then could we get some flyby sounds for them? Like a whistling or whooshing noise when an RPG passes by? Has gameplay benefits - at least you know it wasn't a launched grenade causing the explosion(s).

lament dawn
#

so does anyone know how to actually setup the pylons? is anyone able to link me to a thread or something? (other than the biki as it doesn't explain it enough for me)

crisp wyvern
#

@lament dawn Haven't been able to take a crack at it just yet but as far as I can tell in the model you have to set up an ejector rack/launch rail proxy for each station -- and in the Buzzard that actually includes the gun pod

blazing sorrel
#

Ayyyy sound update for Altis and Stratis on dev now!

inner pagoda
#

And I'm stuck in classes for another hour at a minimum. Curses.

blazing sorrel
#

Dude I have 3 hours and then I gotta walk home. :c

inner pagoda
#

Well the good news is that thunderstorms for Altis/Stratis are now on par with ones on Tanoa.

inner pagoda
#

And the Prowler now comes in black. Unless you could always get it in black.

light lintel
#

could always

#

BTW can the AI use vehicle FCS?

#

Can it please not?

#

It does a great job of tracking and killing targets while wizzing past at 100 kmph as it is...

burnt raft
#

Always came in black.

#

Wished there was a Gendarmerie blue though.

crisp wyvern
#

@burnt raft Wished there was a Gendarmerie blue though.
I wish this for a bunch of A3 assets... though I'm not 100% sure what role the Prowler would have served them over an Offroad.

inner pagoda
#

The right gunner in the Blackfish gunship doesn't seem to get a calculated impact crosshair.

burnt raft
#

Just as a tacti-cool vehicle (unarmed prowler)

light lintel
#

I wish there was a blue helmet, so i could pretend it's UN ๐Ÿ˜

#

I also wish the armed prowler got one extra seat so we could use it for 6-man teams

past moon
#

attachTo him to back ๐Ÿคฃ

light lintel
#

:trollface:

#

๐Ÿ˜‚

crisp wyvern
#

@burnt raft I dunno I suppose it just feels out of place unless the idea is the Gendarmerie consciously trading of seating capacity (not so much protection) for off-road mobility versus the Offroad.

scenic gyro
#

hmm, canonically, would a police force, even a paramilitary one, on a remote island really have the budget for brand new tactical vehicles?

steel rune
#

they might have been saving part of their yearly budget in a treasure chest burried deep in the forest

past moon
#

1.68 hotfix #1 was released , fyi, thanks for the RC feedback

burnt raft
#

@scenic gyro I've seen stranger things.

inner pagoda
#

So despite the Loiter waypoint telling me that aircraft will not copy terrain, aircraft appear to do just that.

scenic gyro
#

hmm, isn't that just an issue with the height being specified as AGL (above ground level) instead of A(M)SL (above mean sea level)?

inner pagoda
#

It's likely.

#

Regardless, it makes trying to gun from an AI Blackfish rather annoying on mountainous terains.

tame rover
#

can't add flyInHeightASL to the waypoint?

inner pagoda
#

This is absurd

#

I love it.

light lintel
#

๐Ÿ˜„

#

they need to make a 2x DAGR magazine for this

#

would be perfect

light lintel
#

@neat cosmos I can't remember if this has been a part of the recent discussion for jets DLC, but could it be possible to get a script command to disable locking of targets? So as to force SACLOS mode on (vanilla) helicopter ATGMs, for example?

something like
vehicle disableWeaponTargetLock "WeaponName";
vehicle disableWeaponTargetLock [gunner vehicle, "weaponName"];
vehicle disableWeaponTargetLock [turret, "weaponName"];

#

this post in the community i play with reminded me of this

#
In the jets update with new sensors, any idea if it will be possible to require a gunner using ATGMs like the DAGR (?) to wire guide the missile and not be allowed to lock on?  I'd love to have a helicopter with missiles that aren't fire and forget```
#

(we play vanilla)

bleak rivet
#

+1 for your post SuicideKing! Well done!

crisp wyvern
#

Kinda outdated though seeing how much of it predates the Jets platform update reveals...?

light lintel
#

oh yeah it's outdated now

#

it's pre sensors stuff

#

i was mostly just pointing to the part at the end re: script commands

autumn sage
#

@past moon any reason for post release fixes not included in the hotfix(es)?

past moon
#

it sometimes happens @autumn sage

neat cosmos
#

@light lintel I am sorry, there's no such script command atm

light lintel
#

Cool, thanks oukej

crisp wyvern
#

@neat cosmos Blackfish (Armed) pilot and left gunner have radar control but co-pilot and right gunner do not, is this intentional behavior?

neat cosmos
#

@crisp wyvern it is and in line with how vehicle crew roles in Arma have been working (driver - commander - gunner; in this case driver+commander are the same person)

#

copilot and sec. gunner are just "another turret", but Arma's core still relies a lot on the driver/commander/primarygunner trio ๐Ÿ˜‰

crisp wyvern
#

Did not expect the co-pilot to be a gunner instead of a commander here, unless what you describe was necessary in order for the pilot to have radar control

light lintel
#

Added: Single release mode for countermeasures
this is really cool BTW

oak dove
#

Any chance of seeing flyInHeightASL being fixed again before 1.70? As is it doesn't work for loiter type waypoints again unfortunately.

verbal ginkgo
#

Played around with the new jets, they feel nice to fly and I'm really happy that BIS incorporated an idea of planes having own designators used with pilot's camera (something I modded in before).
However I have to admit that flying perfectly fine at 200kph is pushing it a bit, although given the relatively small size of arma maps its fine I think.
My suggestion would be:

  • add the sound barrier breaking effect
  • add an additional, optional 3rd person camera mode that also follows the plane's roll as well as the pitch (ie. Ace combat style camera)
  • increase the turn limits for the pilots camera so its free rotating
  • increase the turn limit of locked on pilot camera. The current -180 to 180 causes issues when flying over the target (camera usually freaks out a bit trying to look at the target)
severe nimbus
#

Didn't we always have the Cammera and Laser designator on Jets? Pretty shure I have been using that for a long time.

light lintel
#

cammera yes, laser designator is new i think

tame rover
#

nope, pilotCamera was added to planes a few patches ago and laser designator for the camera was added to dev branch back in August

#

think that means it was added in 1.64

crisp wyvern
#

There's something oddly amusing about how the premium jet stats make it look, on the face of pylon and sensor stats, like they're actually better at ground attack than the attack jets...

tame rover
#

They probably should be. Expensive multi-role jets usually do have better sensors than cheap CAS ones

#

IRL the trade off in favour of attack aircraft usually comes from loiter time and cost

crisp wyvern
#

The former of which isn't (the latter definitely isn't) simulated to nearly the same degree in A3, I guess...?

tame rover
#

Dunno. I haven't seen how long it takes things to run out of fuel

#

I did find with the new jets it's sometimes hard to stay in sensor range on a marked target when moving so fast though

#

going low and slow with the older jets gives plenty of time to establish what you're targetting

verbal ginkgo
#

@da12thMonkey#2096 keep in mind the fact you can target stuff using the pilot camera

#

@neat cosmos is it possible to have a custom HUD in 3rd person view for the planes, with CCIP and such?

tame rover
#

That's what I do usually. But depending on altitude, fog etc. speed can mean I am approaching quite close before finding the target visually, and gives limited time to lock and release without going around for another pass

verbal ginkgo
#

The new jets fly perfectly fine and stable at 200kph so yeah, you've got a lot of time to acquire the target in such case

light lintel
#
  • increase the turn limit of locked on pilot camera. The current -180 to 180 causes issues when flying over the target (camera usually freaks out a bit trying to look at the target)
    can confirm this, as I have had this issue even with old vanilla jets
#

might be easier to handle the camera if jets were dual seater but with one...

scenic gyro
#

would be nice to have video uplink/downlink ... commanders on the ground able to see what the pilot sees via the pilot camera or bomb cameras in realtime

light lintel
#

I think they can...or is that only from UAVs?

severe nimbus
#

what would be realy intereesting is how the information sharing setings are working amongs vehicles ... there are new settings for this ... basically a few strategically placed tigriss should be able to get you all the available radar intell on altis

#

if I understand this setting correctly hat is

verbal ginkgo
#

BTW: I meant the camera mode (CTRL+RMB), not the normal view when you sit in the plane

#

@scenic gyro in theory you could BS through this and attach a hidden model UAV to a plane get the camera feed

crisp wyvern
#

@severe nimbus what would be realy intereesting is how the information sharing setings are working amongs vehicles ... there are new settings for this ... basically a few strategically placed tigriss should be able to get you all the available radar intell on altis In theory this could work but in practice this is more for situational awareness, not targeting...? To say nothing of course of every Tigris probably showing up on every-in-the-vicinity aircraft's RWR...

light lintel
#

^ejection seat related

#

Turns out you ejection seats make you invulnerable to impact/fall damage

scenic gyro
#

@crisp wyvern that was for Finn?

crisp wyvern
#

Yep, my mistake

inner pagoda
#

Man flying the new Jets with a Thrustmaster HOTAS is ๐Ÿ‘Œ

crisp wyvern
#

@inner pagoda Lemme guess, dat analogue throttle

inner pagoda
#

And being able to bind everything to buttons and Hats.

#

Although going from DCS to Arma is...jarring to say the least.

#

I can pull a nice 30ยฐ bank in the F-15C and hold altitude just fine without any rudder input, but trying to do the same thing in the Black Wasp is nigh impossible.

tough ermine
#

Has the new carrier made an appearance on the Dev branch as yet?

candid dew
#

No.

#

But the dev branch was just updated only 23 minutes ago... ๐Ÿค”

neat cosmos
#

@verbal ginkgo I'm sorry about that 3rd person. It would be low prio as we don't intend to have it in vanilla. And we're just too few over here and have too many issues that we really need to fix/do.

verbal ginkgo
#

@neat cosmos not in vanilla is fine, but I would love if there was a way for modders to enable 3rd person CCIP and such. The biggest bummer is that it was working like that before.

#

it could lead to some fun mods

sick goblet
#

Any1 know what was on the new patch today ?

sick goblet
#

@light lintel 10Q

light lintel
#

is that a way of writing "thank you"? ๐Ÿ˜…

autumn sage
#

kids these days... shakes head

#

๐Ÿ˜

crisp wyvern
#

Added: A new "vtolvectoring" MFD source This one's a definite plus for modders and possibly players as well, if only because it's more information that can go into the HMD/HUD
Added: A new "PylonAmmo" MFD source Not sure what this one means (yet)

tame rover
#

Might be for numeric values of the ammo counter for each pylon. Currently there's just a depleting bar on the Wipeout's stores overview panel, and numeric values in the HUD for currently selected weapons

light lintel
#

so i was shown a video recently; turns out that bombs do not require maintaining a laser lock on a position to actually hit

#

i.e. laze on release, then do whatever, bomb will hit spot

#

is this...er... authentic ?

crisp wyvern
#

@light lintel It certainly doesn't sound authentic, then again the seeming usual method of 'lase the whole way through' is also inauthentic to procedure IRL

glass silo
#

@light lintel If Falcon BMS is a good source, then it looks like LGBs are supposed to be dropped unguided into the general area near a target and then guide on a laser that is only fired a couple seconds before impact. Not sure how difficult it would be to reproduce in Arma however.

severe nimbus
#

Is the lock on on rocketlaunchers going to be altered from its current dev branch state? I have trouble locking vehicles warm and cold ones ... both with PCML and Titan AT

bleak canopy
#

Seems like it'd make more sense to keep Dev Branch as the main Steam install to automate daily updates, and use GameUpdater to maintain the Stable Branch for playing on. Any horrible flaws with that plan?

tame rover
#

For me there's an issue of needing the main branch to be on SSD where my main steam install is, but not having enough space for dev on the SSD as well. Otherwise I'd probably do the same

bleak canopy
#

You can put the Dev Branch main install on another drive in a Steam Library though, right?

light lintel
#

it looks like the laser is used at the time of acqusition, but the bombs aren't really laser guided per say, and appear to ignore the lase beyond point of release.

#

so it appears this is more JDAM than LGB

tame rover
#

I suppose EGBUs could operate on that basis and use INS when they lose laser track. But I figure they're still probably employed in the same manner as regular LGBs or JDAMs IRL

light lintel
#

hmm except the laser appears to not do anything post release

#

as in, if you move the laser around or turn it off (as in the video) the bombs don't care

tame rover
#

Strange. I've managed to move the laser spot and have the bombs adjust course

light lintel
#

Well, I'm going by the report of the video maker.

#

So it's possible he was doing something wrong - or maybe stuff has changed.

glass silo
#

It looks like each lgb only maintains it's track until the next one is launched, after which it impacts the last location the lase was on before the next bomb dropped/was released.

light lintel
#

i see, thanks

tame rover
#

Might be changed on dev since I just dropped two bombs and they followed the laser to a new location when moved

#

and regarding the pylonAmmo MFD source added yesterday. These numbers in the bottom right of each box on the stores panel appeared today: http://i.imgur.com/Ln2ZUmK.png

light lintel
#

very cool

#

๐Ÿ˜ƒ

winter sonnet
#

apparantly i can fly the new jets in dev branch can somebody pls assist me in how i can do so?

candid dew
#

@winter sonnet You switch over to the dev branch in Steam. Then open the editor and place the jets down and hit preview.

winter sonnet
#

๐Ÿ˜ƒ thank you o7

crisp wyvern
#

@winter sonnet Note that what Greenfist describes requires the pilot to be Player (as far as 'Player', 'Playable', or AI) but if the jet is the only vehicle/unit in the scenario then the Player checkbox is automatically checked off; if you placed multiple jets/pilots it's the first of them that was placed (you can manually choose one to be Player before hitting Preview).

winter sonnet
#

@crisp wyvern @candid dew roger that aprreciate it o7

crisp wyvern
#

Alternately you can select Tutorials from the main menu, choose Virtual Arsenal, and click the Garage icon, then go to the 'Planes' tab. ๐Ÿ˜ƒ Unlike the Editor preview, in this "Virtual Garage" you won't have the pop-ups that you would if you didn't buy the DLC! (by itself, as part of the DLC Bundle 2, or the Supporter Edition before Arma 3's release)

#

These are the two basic ways to 'try before you buy'!

light lintel
#
Added: New "sourceLength" and "sourcePrecision" parameters to the "scale" MFD type 
Added: New "clipTLParallax" and "clipBRParallax" MFD group parameters 
Added: A new "pilotcameralock" MFD condition [0 disabled, 1 locked to terrain, 2 locked to objects] 
Tweaked: Manual guidance of missiles was improved```
#

i'll admit, i don't understand the first two

scenic gyro
#

best guess, it's the length of the bar and the increments for those bar type ammo indicators?

#

clip stuff, no clue

#

well, other than viewing angle clipping in the HUDs

scenic gyro
#

There's barely anything in the engine improvements for this DLC which isn't exciting, the cockpit work is great, I hope some of it gets applied to the existing vanilla aircraft. Having real info in the MFDs instead of just static images is great (looking at you, Blackfoot et al)

bleak canopy
#

woohoo! carrier!

light lintel
#

yup

#

i'm being told that it doesn't come with the turrets pre-placed, but is there a composition planned?

bleak canopy
#

can confirm turret mounts are empty

scenic gyro
#

great start for carrier, Flax just fell through the deck

light lintel
#

flax?

#

btw

#
Aircraft can get stuck on the carrier's deck after being placed in Eden Editor ```
#

i'm downloading dev branch too ๐Ÿ˜„

#

couldn't resist

scenic gyro
#

another discord user who kindly offered to live stream his testing so I could see the carrier in action ๐Ÿ˜ƒ

#

was running across the deck then just fell through it and got stuck inside the model.

light lintel
#

:enginelimitations:

#

interiors looking good though!

bleak canopy
#

you wanna catch some sharks?

scenic gyro
#

partial interiors, doesn't look you can climb all the way up the island from inside?

#

@light lintel what is that?

light lintel
#

Looks like a boat crane

#

would be great to have a way to load and unload boats, so that ejected pilots can be recovered

scenic gyro
#

that was my first thought, but there's only one and it looks a bit flimsy to support the weight of even a RHIB on it's own

light lintel
#

oh.

#

๐Ÿ˜ฆ

#

it appears it could be an antenna ๐Ÿ˜„

scenic gyro
#

I seem to remember someone else describing a similar feature and oukej or another dev said it was radio related

#

looks like there are some rough edges to work on still. planes catching the wires and stopping before the first wire on the deck ๐Ÿ™„

light lintel
#

well it's on dev branch, still beta

scenic gyro
#

right, not a criticism, just an observation

#

the lighting at night is VERY nice

#

although, a little bit bugged, there are floodlights on the island pointed at the deck, but they aren't illuminating it

light lintel
#

hmm, i suppose it's related to things falling through

#

reminds me of bridges on tanoa not getting illuminated properly

inner pagoda
#

Anchors aweigh boys!

bleak canopy
#

What would it take to add salute in cockpit =p

scenic gyro
#

That's a slippery slope, what next, it plays the top gear theme every time you launch from the deck? ๐Ÿ˜‰

inner pagoda
#

I was about to suggest steam from the catapult, but then I remembered the GRF class uses an electromagnetic launch system.

light lintel
#

is the centurion SAM not radar guided?

tough ermine
#

wait so players can't get on the carrier unless by air ? no lifts or anything ? ๐Ÿ˜ฆ

scenic gyro
#

@tough ermine Seems not, you spawn there or land there, no access from the water

tough ermine
#

And the only inside bit being the first floor of the main tower, slightly disappointed but hey it's free

storm pewter
#

Anyone want to hear a MAJOR LOL??

#

The UCAV can't launch from the USS Freedom, it won't attach to a catapult ๐Ÿ˜›

scenic gyro
#

yeah, I'm puzzled by that odd random bit of interior. If they were only going to do a similarly sized space, the shelter on the deck would have made more sense

storm pewter
#

well, you can climb up a ladder to a walk way where you can look into a green box where the bridge should be so.....

scenic gyro
#

yep, I can't shake the feeling that the plan is or was to do more, but timetables got in the way

#

or maybe performance

#

because being able to enter the bottom of the island but not being able to go any further is a huge tease

#

especially since it's a nicely detailed interior

bleak canopy
#

@storm pewter the takeoff and landing distances are super short. you can fly the ucav off the carrier like it's ww2.

storm pewter
#

it blows up when going over the edge (if not attached to a catapult)

#

jets blow up as well

#

@Brian/Foxone the takeoff and landing distances are super short. you can fly the ucav off the carrier like it's ww2.
I assume that is not what BI intended ๐Ÿ˜›

scenic gyro
#

you can also take off flying through the railings on one corner of the deck ...

storm pewter
#

lol

#

well i filed 6 bug reports, now just wait and see

bleak canopy
light lintel
#

the uh...AAA can engage infantry.

#

please make it not

storm pewter
#

they can do that IRL as well

#

and they probably will if its usefull

light lintel
#

it's a radar AAA

#

mounted on a ship

#

absolutely shouldn't be engaging infantry

#

along those lines, it doesn't seem to be using radar at this moment

#

Centurion isn't engaging anything, as far as i can tell

#

There also seem to be audio issues with the AAA, but maybe that's because i've attached it to a HEMTT ๐Ÿ˜„

storm pewter
#

AAA is something like a Shilka not an Centurion, got confused there

#

but yeah i agree something like the Centurion should not be engaging infantry

light lintel
#

what

#

no i mean the carrier AAA

#

the autonomous one

storm pewter
#

that could just be AA ;0

#

AAA is Anti Air Artillery

light lintel
#

yes

#

which is what it is

storm pewter
#

but its fine, i get your point

light lintel
#

they're used interchangably

#

and BIS calls it an AAA anyway ๐Ÿ˜›

storm pewter
#

yeab cuz that is BIS

#

๐Ÿ˜›

light lintel
#

No, it's not wrong really.

#

Anyway, yeah, it engages infantry which it shouldn't

#

it explodes when shot at by 3 bullets

#

which it shouldn't

#

centurion tracks but doesn't fire

storm pewter
#

lol, search Anti-aircraft artillery all i get is Shilka's and tunguska's ๐Ÿ˜„

light lintel
#

Nicknames for anti-aircraft guns include AA, AAA or triple-A, an abbreviation of anti-aircraft artillery; "ack-ack" (from the spelling alphabet used by the British for voice transmission of "AA");[2

#

it just means an anti aircraft gun

#

artillery in the old days because of flak guns

#

oh another issue - neither the AAA nor the Centurion show up on passive radar (perhaps because they aren't configured to use it yet?)

#

can't hear the AAA firing either (tried without attaching it to things)

scenic gyro
#

in autonomous mode, CIWS shouldn't engage anything except air targets. However in real life it's also used to engage boats, especially speed boats close to the ship (pirates and suicide bombers)

#

in manual fire mode that is

light lintel
#

Yup, that makes sense

#

Are Dev branch bugs supposed to go to the feedback tracker too?

crisp wyvern
#

@scenic gyro @light lintel Either of you notice that classname-wise the renamed-Phalanx-to-Praetorian is using ammo w/ 35mm classname?

scenic gyro
#

I noticed the 35mm, though at the time I didn't really think about it

light lintel
#

er no, didn't look at classnames

#

but uh, what should it be instead?

scenic gyro
#

yeah, neither did I but it's shown as 35mm if you switch to gunner mode in the UAV console iirc

#

real life Phalanx is 20mm apparently, honestly I wouldn't have remembered that until I looked it up

light lintel
#

ah, i see

#

didn't think about controlling it via UAV console

scenic gyro
#

yeah, that was a surprise for me, I had wondered how they would implement the 'autonomous' part of those weapons, never even crossed my mind that they would just be static drones ๐Ÿ˜ƒ

#

it makes perfect sense

light lintel
#

I didn't know turrets could be controlled via UAV console ๐Ÿ˜…

#

(like the HMG or GMG)

scenic gyro
#

there's a console controlled MG/GMG turret already, so I should have known

light lintel
#

i want to see what's happening to the centurion now

#

aha

#

so the centurion DOES have a radar

#

it just doesn't work ๐Ÿ˜„

#

and it can't lock

tame rover
#

I was able to manually lock with it yesterday. Maybe the target is too close?

light lintel
#

hmm, will try again

#

the AAA's radar doesn't move with the direction of the turret

#

so unless the turret and body are pointing the same way, radar is useless

#

oh yeah, centurion's lock works, i was pressing T instead of R ๐Ÿ˜„

scenic gyro
#

behaviour was odd in the quick test Flax did yesterday, where he flew directly towards the carrier in a Shikra with all three systems on the flight deck, the SAMs didn't lock on or fire until he had flown over the ship. The AAA was the only system to engage prior to that, and it only did so at less than 400m

#

of course that could have been pure luck

light lintel
#

no, i can verify that

#

saw the same behaviour

scenic gyro
#

has anyone checked whether the AAA (guess we're not calling it a CIWS) will target missiles?

light lintel
#

only the spartan SAM locks on

#

GBee i'd try if I could lock on to the AAA ๐Ÿ˜„

#

or any of them

scenic gyro
#

heh

light lintel
#

BTW the spartan seems to have a radar too

#

for some reason

#

doesn't appear to work though

#

nope, doesn't work, which is as intended, though why does it have it all, i don't know ๐Ÿ˜„

crisp wyvern
#

The Spartan system has a radar, the Spartan missiles are IR alone... like the Cheetah/Tigris

light lintel
#

that's...interesting.

#

radar doesn't work though (nothing shows up on sensors)

crisp wyvern
#

Well I did find the parameters for the Spartan system's active radar:aimDown=0; allowsMarking=1; angleRangeHorizontal=120; angleRangeVertical=120; animDirection=""; color[]={0,1,1,1}; componentType="ActiveRadarSensorComponent"; groundNoiseDistanceCoef=0.5; maxGroundNoiseDistance=200; maxSpeedThreshold=150; maxTrackableATL=1e+010; maxTrackableSpeed=1e+010; minSpeedThreshold=100; minTrackableATL=-1e+010; minTrackableSpeed=-1e+010; typeRecognitionDistance=3000;class airTarget range is 5 km, class groundTarget range is 3 km.

light lintel
#

ยฏ_(ใƒ„)_/ยฏ

#

nothing showed up on sensors till it was within object view distance

#

i.e. less than 2500m

crisp wyvern
#

Weird but... unfortunately that squares with my anecdotal experience with active radar

light lintel
#

radar can track underwater ๐Ÿ˜

crisp wyvern
#

Though for what it's worth the Spartan missiles' IR sensor has a 30x30 cone w/ classAirTarget range 5 km (groundTarget 4 km), while the missile cone properties are missileKeepLockedCone=45, missileLockCone=30, missileLockMaxDistance=4500, missileLockMaxSpeed=1600, missileLockMinDistance=150

scenic gyro
#

considering the terrain scale, that's a reasonable distance, just a shame it's not working properly

light lintel
#

i'm not sure why the spartan can engage ground targets though

#

it's a SAM

#

is there any SEAD fuctionality yet, BTW?

tame rover
#

AI Spartan works okay for me

#

only Centurion that doesn't

light lintel
#

I haven't shown a ground vehicle to the spartan yet

#

is there any SEAD fuctionality yet, BTW?
i can see a cheetah on passive radar, but what's the counter?

crisp wyvern
#

@light lintel Missiles-wise there's the allowsMarking parameter which means that ARMs can use allows=Marking1; and componentType="PassiveRadarSensorComponent"; (this is an 'anti-radiation' sensor template) while RWRs use allowsMarking=0; (as in the pre-existing passive radar sensor template)

light lintel
#

okay

crisp wyvern
#

What are you 'seeing' the Cheetah with?

light lintel
#

but are there any missiles in game that can use this?

#

Neophron

crisp wyvern
#

Ohhh, to the best of my knowledge Bohemia has not introduced any ARMs and the anti-radiation template is for modders... although the aforementioned change of allowsMarking=0; to the passive radar sensor template means that the Neophron/Wipeout counter for a passive-radar-detected Cheetah is "move the TGP towards the Cheetah until it's picked up on IR/visual, then you can target it normally"

light lintel
#

hmmm high chance you'll be dead by that time :/

#

especially since the TGP is really shaky when zoomed in (and well, object view distances...)

scenic gyro
#

does anyone have that image showing all the available systems for the hardpoints and pylons?

crisp wyvern
#

What do you mean by that @scenic gyro?

scenic gyro
#

there was an image shared, presumably by BI themselves of the weapons systems and other packages that were included with the DLC

crisp wyvern
#

@light lintel If that's the case then think of the passive radar sensor/your ability to detect the Cheetah on your sensor display as "where to keep away from" ๐Ÿ˜›

scenic gyro
#

I just can't find it

light lintel
#

haha fair enough really

#

but it would be really weird if there was nothing that could function as an ARM at all

#

Since AA vehicles can engage at ~3km

#

probably increases reliance on ground spotters

scenic gyro
#

this is why I'm looking for that chart, it had a whole bunch of new systems shown, targetting pods, fuel tanks, missiles, gun pods, rocket pods etc

#

must have been in the forum now that I think about it

crisp wyvern
#

@light lintel Since AA vehicles can engage at ~3km probably increases reliance on ground spotters In that case probably intentional...
@scenic gyro Probably community-made

light lintel
#

yeah, i'm mostly fine with that

#

except it does limit some mission possibilities

#

(like VTOL/helos with SEAD escort)

scenic gyro
#

doh, found it, it wasn't BI or community made, it wasn't even for Arma ...

#

it was showing the systems mountable on the real life Gripen

#

I'd missed the context and got my hopes up for the DLC coming with all that stuff ๐Ÿ˜ฆ

crisp wyvern
#

@scenic gyro It was someone requesting that level of customizability wasn't it

#

@light lintel I suppose there's config-modding AGMs to have the anti-radiation sensor template and upping their lock properties (read: the various range parameters) accordingly

light lintel
#

is config modding compatible with vanilla?

#

either way, would be good to have some sort of HARM variant

#

i'd balance as follows:
Neophron gets it, future sukhoi doesn't
A10 doesn't get it, black wasp does
gripen gets it, Alca doesn't (actually i'd suggest giving both planes HARMs since AAF doesn't have radar AA)

#

@neat cosmos ๐Ÿ‘†๐Ÿพ ๐Ÿ˜›

light lintel
#

although with dynamic loadouts it shouldn't really matter - though from what i saw it seems that the loadout choices are restricted to the plane's own?

light lintel
#

not that it works

#

assuming it's the Macer II

crisp wyvern
#

Yeah that thing doesn't correspond at all... notice the SDBs display?

light lintel
#

Yeah i realised that nothing but the artificial horizon works

#

but why put it in bis

#

BIS please, stop teasing us

#

So i tried a dogfight

#

Ended up with the AI running away from me till we were both at 15km

#

my plane actually lost control, it went so high.

scenic gyro
#

I thought they were actually producing fully working MFDs for the new aircraft ๐Ÿ˜ฆ

crisp wyvern
#

@scenic gyro Should have abandoned hope thereof after they revealed the Custom Info display panels

light lintel
#

it's strange, all the old planes have weapons information panels that work

#

BTW how is AGM missile lock supposed to work?

#

I have to lase a selected target before it locks on

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which is clunky and redundant imo

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(since the laser pointer is a diffferent "weapon")

#

i.e. if you can already target it, then why not allow lock on?

inner pagoda
#

I was pretty sure the Macer didn't require a lase.

light lintel
#

ยฏ_(ใƒ„)_/ยฏ

#

it's refusing to lock

inner pagoda
#

Under all circumstances? What aircraft?

bleak canopy
#

Macer currently only locks "hot" vehicles right?

inner pagoda
#

I'm not sure they have to be warmed up, but it would likely help since the D model of the Maverick uses IR contrast to find targets.

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Granted, that's DCS experience spilling into Arma which likely isn't all that useful.

light lintel
#

in arma it should be IR

crisp wyvern
#

Firing up my A3 client now...

light lintel
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vehicle was stationary

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but the thing is...it could be targeted.

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if i couldn't target it at all then it would make sense

#

or maybe the idea is that the camera targeting something uses visual sensors and the Maverick uses IR, and thus needs a warmed up vehicle?

#

which would make sense i guess (except of course it follows a laser lock too...)

crisp wyvern
#

What aircraft are you using?

light lintel
#

A10

crisp wyvern
#

A-164 or community-made A-10?

light lintel
#

oh, vanilla

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A-164

#

I don't talk about mods here (in dev branch) ๐Ÿ˜›

light lintel
#

@storm pewter what were your bug reports related to?

storm pewter
#

@light lintel carrier related, some flooring where you clip through, AA not working, blast deflector not lowering

#

Stuff like that

light lintel
#

could you link them here, so I/we can subscribe/add to them?

crisp wyvern
#

@light lintel For what it's worth I took a look at the Macer's ammo config... laserLock=0; but maxControlRange/missileLockMaxDistance both = 6000 while the missileLockCone/MissileKeepLockedCone both = 30, missileLockMaxSpeed=200; and weaponLockSystem="2+16"; and it only has an IR sensor (30x30 cone, allowsMarking=1; / maxRange=6000;, seemingly not vulnerable to ground clutter)... the weapon has canLock=2; and laser=0; and weaponLockSystem=2;

light lintel
#

so does it mean it shouldn't lock on to a laser?

light lintel
#

cheers

storm pewter
#

NP ๐Ÿ˜‰

crisp wyvern
#

@light lintel or maybe the idea is that the camera targeting something uses visual sensors and the Maverick uses IR, and thus needs a warmed up vehicle? For what it's worth the camera also has an IR sensor, but yes the Maverick uses IR... did some testing of this

light lintel
#

but i mean, camera has visual + IR (so it can see cold vehicles)

crisp wyvern
#

Yeah... think of it as "if it ain't warmed up enough for IR the Maverick ain't seeing it"... got this result when I tried to plant an Ifrit by itself on an airstrip and came in for AGM attack... couldn't see it nor begin a lock on the first pass, not until it had detected my A-164 and begun counter-attacking followed by my Immelman turning over for a pass from the opposite side

light lintel
#

followed by my Immelman
by what?

#

๐Ÿ˜„

#

it's interesting, i was attacking a marid. I suppose it hadn't moved and thus the engine was off

#

but that's sensible, so it's fine >if it ain't warmed up enough for IR the Maverick ain't seeing it

crisp wyvern
#

For some reason the Ifrit didn't follow a Move waypoint, hence not being warm on the first pass... the Varsuk sure did though, so I was able to nail it from over 4 km out with a Macer on a first shot of the first pass

light lintel
#

interesting, i did get an ifrit to move

#

but yeah if the vehicle is off there's no good way to see it (since visual sensors are limited to object view distance), interesting

#

i like it ๐Ÿ˜„

#

slotting screen may be broken in dev branch, BTW

#

i can't reslot if i die

#

how's performance in dev branch?

#

my game's stuttering a LOT getting things to load

crisp wyvern
#

@light lintel but yeah if the vehicle is off there's no good way to see it, interesting Correction: the Wipeout's visual sensor can pick up a stationary Varsuk, but the Macer cannot begin a lock on it ๐Ÿ˜‰

light lintel
#

well, yes. ๐Ÿ˜ƒ

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i also meant in terms of players

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since it doesn't show up on thermals

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and the flyby is usually too quick for me to pick things out visually between clutter

crisp wyvern
#

Note that thermals (as far as the IR sensor) are also subject to object view distance by default

light lintel
#

except laser pointers and thermal strobes?

crisp wyvern
#

Correct, laser and NV sensor templates have objectDistanceLimitCoef=-1;/viewDistanceLimitCoef=-1;

light lintel
#

oh hey i got the centurion to work

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and the AAA to use its radar too

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and in the process discovered amazing engine workings

#

or well, not that amazing

#

basically, if you place a turret without "crew" then it spawns as an empty vehicle

#

you can place whatever other unit inside it, as gunner

#

like you would in a normal vehicle

#

upon doing this, turret fires as it should, i.e. using radar etc

#

man i hope oukej doesn't nerf turret "crew" ๐Ÿ˜„

#

i can make the centurion, AAA and spartan OPFOR/INDFOR whatever, like this

#

glorious

light lintel
#

if you're wondering what the hell i'm on about ๐Ÿ˜„

crisp wyvern
#

by the way I saw what you mean re: Praetorian's lack of moving-with-turret active radar, which we can chalk up to the sensor's animDirection having a blank value

light lintel
#

i see

#

i do think it's firing 20mm rounds instead of 35mm, though

#

going by the tracers and damage

#

might just be a weird classname

#

could be wrong though

crisp wyvern
#

Yeah I'm thinking that re: the classname

#

Oh and the significance re: the Praetorian's animDirection=""; is... contrast that with the Mk21 Centurion's animDirection="MainTurret";

light lintel
#

Ah, interesting. Just an oversight then

crisp wyvern
#

I imagine by the way that you noticed that the Centurion must have active radar toggled on in order to begin/complete a lock before launch?

light lintel
#

yup

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the autonomous turret switches it off for whatever reason

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the "crewed" turret uses it correctly, and can engage out to ~6km

#

you know i wish that the direction that the radar was pointed would influence its detection on passive radar...

light lintel
#

23:56:25 Sound: Error: File: a3\sounds_f_jets\weapons\cannons\cannon_phalanx_sound.wss not found !!!

#

reason for no sound i suppose

#

23:56:25 Error during evaluation of expression _moveVelocity in FX_MissileTrail_SAM

#

game crashed after two of those

dull hull
#

Is there a way to install the main and the devbranch at the same time?

severe nimbus
#

Did I miss it or does the sentinel not have a thrust indicator yet?

crisp wyvern
#

@dull hull Download Arma 3 Tools, run the Game Updater utility... I tend to recommend is using Steam for main and Game Updater for dev branch, although if you're testing stuff like Jets you may want to do the other way around since from what I've heard the Steam API does not recognize your DLC purchases on a Game Updater-maintained dev branch.

scenic gyro
#

@crisp wyvern Well there seemed to be a lot of MFD related stuff going in, and early in-game material seemed to show a less static cockpit, so I put two and two together, just reached the wrong conclusion. I am disappointed that while they have working ammo counters, they don't show the actual loaded weapons on the pylons correctly. I figured a lot of the custom dialog stuff was just for those playing in third person, or because you presently have to 'zoom in' to view the cockpit screens/instruments properly which you wouldn't need to do in real life.

#

ah well, there's still plenty to like about the DLC ๐Ÿ˜ƒ

crisp wyvern
#

@scenic gyro After all these years you should have learned that "early in-game material" was worthless as a reference for where Arma 3 was headed. ๐Ÿ˜› Truthbetold I'm not surprised that "they don't show the actual loaded weapons on the pylons correctly"... back before dynamic loadouts Arma 3 those were outright 'static' textures w/ a lot of show/hide animations to feign display changes, made exclusively for the loadouts that the jets originally had.

scenic gyro
#

right, that's what I had for some reason thought they had finally improved, proper mfd instead of all the static textures and hacks. I mean if they can display video in the cockpit then I reason it can't be beyond the engine capabilities to render dynamic vectors/text there too

#

maybe in Arma 4 ๐Ÿ˜‰

crisp wyvern
#

But displaying a video feed is... different, apparently.

#

For starters, no ability/need to switch from said feed, it's always displaying it -- and always in DTV (no NV or TI) at that...

scenic gyro
#

something mods have managed though, littlebird in RHS (I think) has ability to change what is shown there

#

but yeah, not in vanilla vehicles

light lintel
#

BTW have they nerfed FOV zoom in dev branch planes?

crisp wyvern
#

@scenic gyro Those have (by necessity) all required hack-arounds though...?

scenic gyro
#

I'd guess so, but if it's possible to hack around it purely through scripting then it means it should be possible to do it directly within the engine and do it much more efficiently. After all scripts aren't magic, they can't do anything that the engine isn't actually capable of doing itself. In many ways, the ingenious hacks we've seen modders and scripters come up with will actually be more complicated than adding that same capability within the engine.

light lintel
#

less or more?

scenic gyro
#

less

#

sorry, more

#

confused myself there ๐Ÿ˜‰

#

Edited to correct that inversion.

light lintel
#

๐Ÿ˜›

crisp wyvern
#

@scenic gyro A corollary issue is probably the extent of model work required...?

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Versus the display panel system which seems to be entirely config-based.

#

And by "there seemed to be a lot of class MFD related stuff going in", did you mean all the various MFD source stuff in the changelogs?

scenic gyro
#

well both would have to exist, so yeah, double the work. Though, going back to the original point about static loadout info, they already have dynamic content in the MFDs - heading, altitude etc So that much at least wouldn't seem difficult to add

#

yeah, the MFD source stuff, because while they are always exposing stuff for configs/scripts which isn't implemented in in-game vehicles/objects, they are working on a Jets DLC and it would be logical that this was all things they themselves added because it was useful to them internally. Maybe I'm misunderstanding it's purpose though.

crisp wyvern
#

I was thinking more the fact that model access/work was required, period, whereas there isn't that much about a HMD/HUD that requires model access other than setting memory points for boundaries thereof, and the display panel system is seemingly all config-based so no-longer-updated mods can be 'resurrected' with them

scenic gyro
#

anyway, 3 weeks and we'll have all the answers

crisp wyvern
#

Unfortunately it's a misnomer... class MFD is actually the HMD/HUD stuff. ๐Ÿ˜ฆ

scenic gyro
#

yes, picked up on that

#

oh, wait, only the HUD?

#

I thought it was MFD/HUD/HMD

#

since they are highly similar, I thought they were basically the same class, just with differences in which surface they were rendered

tame rover
#

You can make MFDs with it as well as HUD and HMD. The Wipeout's loudout screen is using class MFD

scenic gyro
#

@tame rover yeah, that's what I thought ...

crisp wyvern
#

As was the F/A-18X Black Wasp's "full-dashboard-GPS", from what I understand

#

Thing is, from what I recall the HMD/HUD can't "switch pages" either...

scenic gyro
#

yeah, I saw all the new HUD stuff, just assumed that improvements there would feed back into the MFDs as well.

#

not talking highly interactive MFDs, just less static info that is dynamic in the overlays or hud - e.g. engine RPMs in the Caesar or the static loadout info which started this discussion

#

I admit I strayed into talk of video, but that wasn't what I was originally talking about

crisp wyvern
#

Ahhhh ๐Ÿ˜ฆ hell if I would have known how this was supposed to be 'easier for modders' though considering the difference in 'texture background' versus a HMD or HUD glass panel

#

and I don't know if the current HMD/HUD implementation allows for being able to display all weapon/magazine statuses simultaneously as opposed to the currently selected weapon/magazine (see this example of Kajman/Orca HMDs: https://twitter.com/Lathspel/status/844099457276895232 )

scenic gyro
#

the older aircraft are the worst for static (low res) MFD textures which don't actually convey any real info. Newer aircraft like those added in APEX were better

tame rover
#

@crisp wyvern, they've added new MFD sources for pylon ammo names and ammunition

crisp wyvern
#

Older as in the CAS jets?

scenic gyro
#

it's all maintained in the vehicle state, so it should be possible to make it accessible for use in the MFD

crisp wyvern
#

@tame rover For 'current weapon' sure, unless we're talking about two different things

tame rover
#

that's the current Dynamic loudout MFD for wipeout

crisp wyvern
#

Oh I've seen this before ๐Ÿ˜ƒ

tame rover
#

says the exact displayname of stores on each pylon and how many rounds

crisp wyvern
#

Ahhhhh

tame rover
#

there's also the HUD indicator that says the currently selected weapon

crisp wyvern
#

Which is what I had been referring to

#

But what you linked displays names/numbers, not images, which would seem to imply that this only benefits simulating vehicles where the display is in this manner (i.e. not a Neophron/Shikra replacement)

tame rover
scenic gyro
#

@tame rover Yeah, I knew I'd seen images showing that info. So maybe we can assume the Black Wasp issue is just because it's unfinished?

tame rover
#

oh yeah, class MFD probably can't handle images like that

crisp wyvern
#

Hence the limitations I've mentioned

tame rover
#

So far only the Wipeout has the fully updated MFD features AFAIK. The DLC aircraft are behind even the old CAS planes in terms of what display features are included

crisp wyvern
#

I vaguely recall something special being done for the F/A-18X Black Wasp mod's "your dashboard IS your GPS, complete with a full-terrain view of all of your current terrain and a moving icon for your jet's horizontal location"

tame rover
#

It's quite telling that the DLC jets don't even appear to have properly aligned horizon and pitch ladders

scenic gyro
#

@crisp wyvern So when I said earlier I'd seen some MFD improvements shown it was obviously not the Black Wasp but the Wipeout

crisp wyvern
#

And it appears to me that this is gonna be hell for jet modders to implement ๐Ÿ˜ฆ

scenic gyro
#

the original mod had a map view? Oh, I'd love to see that implemented. I remember how cool it was when I first played with it in a Jaguar (the jet, not the car)

tame rover
#

you can make MFD use custom fonts now though. So possibly there'd be a way to work around using symbols for different missiles as different letters

crisp wyvern
#

Got a link to the Jaguar mod?

scenic gyro
#

wasn't a mod, the actual aircraft, when I was an RAF cadet many years ago

#

though, I wonder if there is a Jag mod

tame rover
#

Can't recall of one since OFP or Arma 1

#

I remember Footmunch and OFrP both had Jaguar addons

scenic gyro
#

yeah, not finding anything on armaholic

#

I vaguely recall something from those days, but not with any certainty