#dev_rc_branch
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that's nice, not quite what I thought. A topographic map is more useful, the RAF used OrdnanceSurvey data iirc, or something close to it - akin to the in-game map but with the ground texture toggled off unlike the monotone in-game GPS.
and you could just toggle the zoom level
pretty much like a modern day phone GPS ๐
Hell if I know how that would have worked, though when you look at all the stuff on that dashboard... still impressive IMO.
Can't help but feel though like it, like prior solutions, would have still been a "custom fit for each airframe/cockpit" solution though... versus the config-based display panels system Bohemia went with where customization is in the config (what seats have access to what display modes/sub-modes).
... cynical thought: there's no official in-mission loadout editor because, just like reactions to the Freedom on dev branch, it would have been greeted with "why doesn't it look like the Super Hornet's?" ๐
heh, the screaming that results from the decision not to include an in-mission editor will definitely be a lot louder
the ability to edit loadouts is a fantastic move, pure brilliance on the part of BI. However when people were asking for that functionality, I'll guarantee that most of them were imagining they would get the Super Hornet's in-mission editor
most of them were imagining they would get the Super Hornet's in-mission editor And therein lies the problem ๐ as we've learned as far and away from what Bohemia had in mind... after all, making something engine-native is a whole different bag of worms, to say nothing of UI
it's certainly what the KoTH and wasteland crowd will want, the ability to buy and load up an aircraft for endless standoff engagements or carpet bombing
snort Whereas the current implementation does at least restrict that capability to whatever the mission-maker allows for...
yep
Although fwiw I personally was thinking of the aesthetic, that Bohemia's hypothetical in-mission editor might have looked like an in-mission-dialog version of the existing "Object - Pylon settings" portion of the Eden Attributes window than like the visual of the Super Hornet/Flanker mods' GUI
yeah, I get where you were coming from. Personally I could live with a simple UI, but you're right that some would probably expect something at least as pretty at those mods. I know a lot of people were asking for the loadout editor to match the virtual arsenal one.
with 3d model of the aircraft updating as you select the munitions
that had seemed logical to be honest, given that vehicle appearance is set there
(which was previously set in Eden attibutes...)
it's logical, and it would be nice to have, I'm just saying I could live with a very basic UI if the alternative is no in-game editing at all
oh sure, i'm perfectly happy with the current thing
instead I guess it will just be one more mod we have to install and then keep enabling/disabling because it's not allowed on 50% of servers
(and yeah, i'd be happy with a simple in-game UI too)
@scenic gyro I know a lot of people were asking for the loadout editor to match the virtual arsenal one. with 3d model of the aircraft updating as you select the munitions I was definitely in this camp and admit some disappointment that the mission-maker's GUI came down to dropdown lists instead of this, as SuicideKing describes (vehicle appearance going from Eden Attributes to Virtual Garage), especially because we do see the change in munitions in the 3D world once you've completed your loadout choices in "Object - Pylon settings."
@light lintel Gotta say playing Showcase: Fixed-Wings with the current sensors arrangement on the Wipeout and its pre-dynamic loadout stores (gun, 7x Shrieker HE, 7x Shrieker AP, 2x Falchion-22, 6x Macer, 4x GBU-12, laser marker) is a bit of a trip...
i found it mildly frustrating to target the arty SPGs
since the spotter feed is A) useless, B) obstructs the right panel
and they don't seem to lase targets
so by the time i could actually find something i had flown by
but it was nice, find target on one pass
and launch missile on second
refreshing change from "spam R to lock"
i'm not saying they'll have to tweak their showcases
but they'll have to tweak their showcases ๐
Oh yeah ๐ฆ re: the spotter feed... although in fact they did lase the target as promised, it's just that... well... Macers can't lock onto that, or the (cold) Sochors either! ๐
๐ค
so macers can't lock on to an external lase but can lock the aircraft's own lase? (because this is how i killed one of them)
that's really weird
well in real life they would potentially use different laser frequencies, but for gameplay purposes it would make sense for all lasers to use the same frequency
I think you're supposed to LGB the lased arty
@bleak canopy The Showcase doesn't make this obvious but that's definitely what I believe to now be intended behavior
isn't the LGB HE though?
Yeah Crossroads says something like "It's time to use some heavy ordnance!"
i know tanks are unaffected by HE arty shells
the pilot also says "it's a nice view from up here" like it's first time he's flying a plane
Well, this is a 2000lb HE bomb on a minimally-armored self-propelled gun.
LGB is significantly larger than an artillery shell
Ampersand, this is also Arma, I don't trust it with logic ๐
haha point
but if you've managed to make it work then i guess that's the intention now
I'm pretty sure GBU-12 kills everything in game?
the concussive force alone would render the occupantant of the tank permanently deaf, even if the seals survived intact and they weren't killed by overpressure
i really do think that the mavericks should be able to home in on ground lasers
since not doing so severely limits the kinds of air/ground coordination that you can design
BTW, i think UAVs have become far more useful now
oh another thing, AAA engages parachuting pilots
We should be able to change the missile ammo sensor via config right? to make EO/IR/laser Macers?
hmm no. It would be nice to have a vanilla missile with each seeker type
yeah, that would infact be a good idea
or at least a script command to toggle abilities, if possible
or just use dual-mode Brimstones which are basically the old magic lock =p
oukej will kill us ๐
but yeah, i think dual mode IR/laser + EO or ARM version would be interesting
doesn't even have to look different
same model, different config
i'd be happy
@light lintel i really do think that the mavericks should be able to home in on ground lasers since not doing so severely limits the kinds of air/ground coordination that you can design Look at the history of Maverick versions... ๐
i mean in the game ๐
but yeah i see what you mean
Maverick E2/L model incorporates a laser-guided seeker that allows for designation by the launch aircraft, another aircraft, or a ground source and can engage small, fast moving, and maneuvering targets on land and at sea.
@bleak canopy hmm no. It would be nice to have a vanilla missile with each seeker type One nice thing about how config-heavy the Jets sensor overhaul is... this is entirely possible via config mod
Yeah! new system seems very robust
Just to acknowledge - the vanilla missile setup isn't something we'd be satisfied with and how things are done now is to mainly respect the previous state. We have some plans how to utilize the system better.
ooh, thanks!
eagerly waiting for goodies ๐ ๐
on that note, how are the Orca's DAGRs supposed to work? they don't seem to lock, orca's camera is facing the ground...
@neat cosmos Great news! Truthbetold I would hope that the Showcases are updated to match... "oh hey the stationary targets that I used to be able to Macer spam I now have to GBU" was very unintuitive for me.
heh try the gunships showcase
the NATO SPAAG doesn't have a counter at the moment
since scalpel ATGMs refuse to lock to a passive or active radar target
i think getting their playtesters to go through the showcases would be a good way to see if there need to be tweaks
man i should really consider applying to their Amsterdam office for part time work ๐
"can I work on saturdays?"
"i'll test the week's dev branch updates for you"
qualifications?
"i play a lot of Arma"
Speaking of showcases, "fun" story... the Wipeout doesn't have "Man"-class sensors and thus can't find whoever's attacking with MANPADS ๐
haha yeah. but hey, single mode countermeasures are wonderful
and since the new throttle means i don't have to keep shift pressed
it's nice to drop flares at a steady rate as I flyby
23:37:03 Sound: Error: File: a3\sounds_f\sfx\special_sfx\building_destroy_07.wss not found !!!
23:37:05 Sound: Error: File: a3\sounds_f\sfx\special_sfx\building_destroy_05.wss not found !!!
23:37:15 Empty word in sentence 'XMIT' '' 'far' 'at12' 'xmit'
23:37:20 Empty word in sentence 'XMIT' '' 'far' 'at12' 'xmit'
23:37:30 Empty word in sentence 'XMIT' '' 'far' 'at12' 'xmit'
23:37:31 Empty word in sentence 'XMIT' '' 'xmit' ```
lots of this in RPT
23:25:12 a3\Missions_F_Gamma\Showcases\Showcase_Gunships.Altis\mission.sqm/Mission/Entities/Item64/Entities/Item4.type: Unknown enum value SeekAndDestroy```
don't know if this is standard dev branch stuff
and since the new throttle means i don't have to keep shift pressed it's nice to drop flares at a steady rate as I flyby On the other hand it seems that even single flares can be effective, much less a burst, at defeating launched missiles...
i dunno, i still get hit a lot
and newly they can be efficienty at breaking a lock
Efficiently being because fewer flares expended to break/defeat a lock?
and newly they can be efficienty at breaking a lock
yeah i noticed, was cool
previously breaking lock wasn't possible on vanilla weapons
forums indiacte otherwise
really? ๐
Whereas now CM can itself defeat a lock in progress, not just a launch?
Thought I wasn't having luck with getting lock-ons against an AI Neophron I was tailing... didn't think it was because the Neophron was dropping flares before I could launch...
i mean if i'm in a fast moving jet then yes, flares are pretty effective at dodging missiles - but in a slower jet or a stationary helicopter, it doesn't help much - which sounds intuitive to me
generally it should be easier to break a lock than spoof a flying missile
is that true of radar locks as well, or just IR?
(i'm assuming both since you're not differentiating CMs afaik)
any
re showcases and campaign - these go through testing allways before a Stable release
i mean if i'm in a fast moving jet then yes, flares are pretty effective at dodging missiles - but in a slower jet or a stationary helicopter, it doesn't help much - which sounds intuitive to me If that's true then WTF have I been shooting at all that Neophrons/Orcas that keep spoofing me...
@neat cosmos Humiliation is one's Black Wasp II getting shanked in a sub-1 km knife fight by a Neophron's heater...
it might be more to do with AI's perfect timing
as devs we play them now and then too. Sensors on all weapons have only been a recent thing, so some things may be borken. Let me know pls if you find something
AI perfect timing is also gone for couple of updates.
hmm then i don't know. i've admittedly spent more time being shot at than shooting
generally it should be easier to break a lock than spoof a flying missile Anecdotally speaking when playing Showcase: Fixed-Wings I had the Orca flaring after launch, not before...
i don't think AI can detect lock
especially IR lock
(will it be possible to be alerted of a radar lock?)
@light lintel You'd think that but the Neophron kept breaking my Black Wasp II's AMRAAM locks at ~7 km - 8 km til stupendously close...
AI CM dumps are triggered by two events - locking and missile launch - separately
Re radar lock warning - get locked by Zephyr.
sry for typos and rushed answers
gtg, good night
no prob
Although, @neat cosmos, you should be aware that right now in Showcase: Fixed-Wings the Wipeout's MAWS being launch-only (that is to say, not warn-on-IR lock as well) means the feeling of the Wipeout being randomly fired on by MANPADS ๐
@light lintel Re radar lock warning - get locked by Zephyr. I'll have to set up a test of this (nose-towards-tail Buzzard-on-Neophron chase @ ~8 km)...
And yeah I get the incoming missile tone and symbology, but no warning on lock... if that's intentional behavior though... ๐
why would you be warned of an IR missile lock?
one more thing re humiliation - ultimately it's getting killed mid-air by an LGB ๐
I did collide with the Neophron once... O=)
Lock warning - sorting it out. Init. idea is to have it for RDR only.
sounds good to me
Lock warning - sorting it out. Init. idea is to have it for RDR only. That actually makes a lot of sense considering that it's the only active sensor
(BTW oukej HARM pls ๐ )
(although i suppose you've seen my earlier messages...)
I did collide with the Neophron once...
i collided with the shirka at 15km altitude ๐
@neat cosmos This isn't a complaint about the gameplay mechanic decision but rather an anecdote about how the lack of lock warning changes a mission's "feel"... I'm okay with warning-only-on-active-radar-lock, I'm just hoping to see the mission design account for this!
you mean stuff in the briefing etc?
@light lintel Perhaps... the briefing flavor text claims that heavy losses were taken in bringing down opposing-force SPAAGs previously so that the primary threat is MANPADS and MG/autocannon fire
Ah, i see.
haven't actually read it ever ๐ I just look at the tasks
would that not be enough, usually?
i'm just wondering, because my brain went "oh are those manpads? let me keep dumping flares till they run out"
i think i did get hit once, though
following which i limped back to base to repair
Well I gotta get used to periodic single-flare dumps
๐
i guess
i know it's more DCS than Arma but i think that's a positive in this case haha
Yeeep... if we can't approach DCS in flight model we'll just have to get closer by other means ๐
๐
Hell one of the "fun" aspects of the new way to play in the Wipeout/Neophron is remembering to pitch down when banking so that I can orient my TGP towards whatever I was turning to engage
Heh, it feels out that the Buzzard (AA) isn't that much better off against the Neophron than before, even if the Buzzard (AA) can start throwing shots from further out thanks to the Zephyr... although at least it and the Wipeout get the ASRAAM/Falchion-22/Zephyr options plus the Black Wasp & Gryphon's BIM-9X/AMRAAM(-C for Gryphon/-D for Black Wasp II) while the Neophron/Kajman/Xi'an are still limited to the Sahr-3, leaving the Shikra's R-77 the sole OPFOR MRAAM with its R-73 the other OPFOR SRAAM...
@light lintel I was thinking maybe additional Crossroads dialogue describing the continued MANPADS threat and the importance of single-dumping for self-protection
After all, Showcase: Fixed-Wings has a seemingly new hint window for the Sensor Overhaul: http://steamcommunity.com/sharedfiles/filedetails/?id=912120691
@crisp wyvern yeah that could work
There is a 4.5 GB update on dev bracnh anyone know what it is?
until they publish the changelog, no
give the iceman a minute
nice, a fix for the titan launchers ... will try that out ...
Tweaked: The xH-9 family of helicopters no longer has sensor display or threat detection nice
sensible decision imo
nice how the titan works right now in Dev ... almost no wobble and the uber sway is gone
AT that is
now guiding it into a target doesn't require you to dropp yll your gear
is it me or are tanks not locking on any more?
check if it's distance related, and if their engine is on
since it may depend on a heat signature
Yea the Blackfish HMD is intense, but it shows all the necessary info for flying a VTOL that big haha
can anyone explain how you lock / fire with DAGR on dev branch? Can't seem to get it to lock, but probs doing something wrong
No, I couldn't
It's probably not locking because the Orca's camera (and thus sensor) is pointing at the ground, and can't be moved
Or at least, that's my theory
when the Dev Branch update is 11gb ๐ฑ
Yeah I switched back to profiling branch yesterday to avoid daily updates ๐
well we are going towards release in bigg steps now ... april ia almost over ...
so big updates are to be expected ...
the issue with the orca seems to be a thing
I couldn't make tickets that I wanted to before Monday, unfortunately. Good to see Brain/Foxhound's reports were addressed
@light lintel It's probably not locking because the Orca's camera (and thus sensor) is pointing at the ground, and can't be moved I can check this later
okay. i'll have time on thursday to make tickets
i also have complaints about the holdaction catapult thing
it's way to easy to accidentally release the catapult resulting in an explosion
the landing gear of the new planes auto-retracts upon takeoff, too
okay i have the devbuidl for arma 3 dlc bundle 2 how do i access the vehicles?
@winter sonnet Open the editor and place the vehicles on the map. Then preview the mission.
Dose any1 know how this works ?. Added: Experimental addition of tides to vanilla terrains (totally unrelated to https://twitter.com/maruksp/status/856469643569094656)
well, probably depends on the moon ๐
@sick goblet Same way it did in previous Arma games
@scenic gyro K
I guess that's not very useful if you aren't familiar with the previous titles ...
Or how tidal forces work in general.
๐
Sonic booms got added today?
Also seems if you pan the camera ahead of the jet in 3rd person when it's at Mach, you can't hear things like the engines behind you because of speed of sound simulation.
you know, back on the weekend i was trying out stuff, and the noise lagged behind the jets even when under mach 1
or well, i'm not sure they were under mach
the camera thing is interesting though
Tweaked: Pilots are now warned about being targeted by cannons with target lead prediction
sweet!
@neat cosmos is this radar lock only?
Tweaked: Target lead pipper has been removed from CAS jets
Against ground targets too?
They just have CCIP now
target lead prediction uses radar or something?
semi-serious question, does the sonic boom shatter windows in buildings?
lead indicator is this: http://i.imgur.com/X7MTvvD.gif
next you'll ask whether it spills coffee ๐
requires a lock
yep
ah, so only works with radar enabled, ok makes sense now that it would trigger a warning
no but is that confirmed that it's only related to radar?
and on that note, does a AMRAAM lock trigger a warning as well?
not confirmed I don't think, but if it requires a lock and triggers a warning in the target aircraft, then logically it must use radar. I'll wait for @neat cosmos to confirm
yeah, it's just the wording isn't "radar lock generates warning", it was "targeted by cannons with target lead prediction", which is really specific
Unfortunately that has been just a test and will (at least for now) be removed again.
roger
Anyone here using the Dev Branch using the GameUpdate via the BI Tools? If so could he / she may tell what I exactly need to do? I tried that now two times (read the BIKI also) but it always fails at the last 2GB of dl. And is there a way to tell the Updater just to download the Dev branch files instead of complete ArmA 3 ?
When it stalls out just run it again. It will pick up where it left off and continue.
what gives with the throttle in the To-201?
@bleak canopy No thats bullshit. Even when I let the default folder it still does not check the files inside it it just creates a steamApps folder inside it which is bullshit. I don't wanna download 15GB again if the actual main branch to dev branch thingy is just about 900mb...
it should work but it does not on my side
I have it pointing to D:\SteamLibrary\steamapps\common\Arma 3 [development]
@bleak canopy yeah and does your GameUpdater create a steamApps folder inside your ArmA 3 [development] folder there?
I mean I copied the whole ArmA 3 main dir into it in the hope that the GU will just download the ~900MB Dev Update patch
but it stops at 8GB and then downloads the mission 18GB from steam which is not the way I like it
hmm worked now
Is there a image that shows how the SAM / AAA should be placed on the carrier? #realism
Don't think so. Maybe spend some time walking around the deck in the showcase mission and see where everything is
hmm yeah would be an Idea
np
Freedom's configuration in the showcase is Starboard side: Praetorian and Centurion in the fore position (same configuration as the pic above), Centurion aft. Port side: Spartan fore (same configuration as the pic above), Praetorian aft, but nothing in the midship position. And there's another Spartan in the lower level of the aft
I will load the showcase too or do you mind sharing a picture? ๐
I only snapped a picture from the briefing, which only shows the starboard side of the ship. Had to fly around the ship a bit to see what was on the port side and lower aft
fair enough ๐
modern carrier and planes but no carrier pushback from bis hmmmmmm gg
Regardinbg what exactly @dreamy gate?
@crisp wyvern If you miss the ramp you need to u-turn. If your plane is on a good parking position you sometines just can't start the engines and make a left / right turn and then require a carrier pushback to do it for you
Well fwiw more than one person has said that the nose wheel needs more range of motion and thus a tighter turn radius for such repositioning, might that solve the problem?
would also but I mean why would the navy retire the pushbacks? You could also take the argument that helicopters shouln't start their main-rotor under deck ๐
personally felt that the range of motion was fine, just that
- throttle was too sensitive
- plane accelerates a lot in the forward direction but very slowly in turns unless the throttle is high (which obviously means it'll shoot forward once the turning stops)
- catapult #2 seems a bit buggy, and is often easy to miss the prompt. Catapult #1's prompt appears even when the plane is perpendicular to the catapult, by contrast.
This is of course as of last week.
As it is now the AI seems to be completely incapable of landing the CSAT VTOL. I would if they were just as good at landing as with helicopters
Oh man, even I can't land the damn thing, if I try to land in VTOL mode the CSAT's VTOL simply pitches forward and plows into the ground
Funny thing, I experimented a bit and gave the VTOL helicopter simulation, I must say it feels much better that way. It would be nice if VTOL mode handling was similar to that. Maybe at least the AI was able to properly use it to land in places
I usually feel that the CSAT VTOL handles like a bus, but I somehow managed to land it very well today ๐
it does tend to pitch forward and roll though
i try to land it like a helicopter
Me too, I just fail horribly. It somehow stalls in VTOL mode and that is it just pitches forward and plows into the dirt
๐
yeah it's happened before
it almost feels like the rotors can't counter the jet thrust...
but I'm in full VTOL mode, with jets pointing at 90deg toward the ground. How in the worlds name is it possible to STALL when doing that?!
Also the Automatic thrust vectoring doesn't seem to work at all
oh man, if you order AI to land with a VTOL they will use the landing autopilot and try to land on an airstrip. Why are the VTOLs so useless now?
https://dev.arma3.com/assets/img/post/images/thumbs/oprep_sensor_overhaul_TitleFix.jpg https://dev.arma3.com/assets/img/post/images/oprep_sensor_overhaul_DesignFix_1.jpg https://dev.arma3.com/assets/img/post/images/oprep_sensor_overhaul_DesignFix_2.jpg https://dev.arma3.com/assets/img/post/images/oprep_sensor_overhaul_DesignFix_3.jpg
๐ฏ
How in the worlds name is it possible to STALL when doing that?!
That's a good point actually ๐
More advanced vehicles with a Passive radar may even be able to track and guide weapons towards an active radar.
๐ค๐พ
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nice write up, oukej!
I"m the only one who thinks that the Brown Short from BIS is just a darker yellow?
I mean even the helmets from A2 could be implemented as there are BIS work but nope only CUP provides them :/
And why does the crew wears pilot coveralls? cmon, get them some jackets
:>
Brown Short from BIS is just a darker yellow?
do we really want to open that can of worms
tries and fails to differentiate BI's idea of khaki and olive
well i mean, you can just imagine it's called "dark yellow shorts" in that case ๐
my point being, their naming of colours is quite inconsistent so...
although if it's a dev branch only asset then maybe make a ticket about it
Don't even get me started on the colors of the deck crew vests...
The red vest is orange!
can someone confirm if the tailhook feature is working?
it just seems that no matter how I approach it never snitches
mentioned in the changelog that it's not currently working
The landing sequence on the USS Freedom lacks hook support
lol kk
@verbal ginkgo the VTOL's thrusters don't seem to go 90 degrees, hence stalls
@scenic gyro there's a new spilling coffee animation apparently...
@neat cosmos feddback and bug reports:
https://forums.bistudio.com/forums/topic/203820-jets-dlc-official-feedback/?do=findComment&comment=3183550
https://forums.bistudio.com/forums/topic/203820-jets-dlc-official-feedback/?do=findComment&comment=3183559
https://feedback.bistudio.com/T124662
https://feedback.bistudio.com/T124663
@light lintel well the HUD says they go to 90deg
also automatic vectoring seems to not work
hmm didn't in my case. heck didn't even go to 90 during takeoff
as I said automatic vectoring does not work, I had to use the manual mode
yey blast deflectors 1 and 2 are not working atm ๐ 3 and 4 are doing the job
https://feedback.bistudio.com/T124670 created an issue for it ๐
11:07:18 Error in expression <5*directionX>
11:07:18 Error position: <directionX>
11:07:18 Error Undefined variable in expression: directionx
11:07:18 Error in expression <5*directionY>
11:07:18 Error position: <directionY>
11:07:18 Error Undefined variable in expression: directiony
11:07:18 Error in expression <5*directionZ>
11:07:18 Error position: <directionZ>
11:07:18 Error Undefined variable in expression: directionz
11:07:18 Error during compilation of bin\config.bin/CfgCloudlets/FX_MissileTrail_SAM.moveVelocity
11:07:18 Error during evaluation of expression _moveVelocity in FX_MissileTrail_SAM
11:07:18 Error during evaluation of expression _moveVelocity in FX_MissileTrail_SAM
11:07:18 Error during evaluation of expression _moveVelocity in FX_MissileTrail_SAM
11:07:18 Error during evaluation of expression _moveVelocity in FX_MissileTrail_SAM
11:07:40 Error during evaluation of expression _moveVelocity in FX_MissileTrail_SAM
11:07:40 Error during evaluation of expression _moveVelocity in FX_MissileTrail_SAM
11:07:41 Protocol bin\config.bin/RadioProtocolENG/: Missing word Plane
11:07:42 Protocol bin\config.bin/RadioProtocolENG/: Missing word Plane
11:07:51 Error during evaluation of expression _moveVelocity in FX_MissileTrail_SAM
11:07:51 Error during evaluation of expression _moveVelocity in FX_MissileTrail_SAM
11:07:53 Protocol bin\config.bin/RadioProtocolENG/: Missing word Plane
11:07:54 Protocol bin\config.bin/RadioProtocolENG/: Missing word Plane
=======================================================
-------------------------------------------------------
Exception code: C0000005 ACCESS_VIOLATION at 8000A90E
graphics: D3D11, Device: NVIDIA GeForce GTX 770
resolution: 1920x1080x32 ```
hmmm second time my game crashes wit this code
@dreamy gate please post just pastebin url instead of logs in the channel (for sake of vertical space scrolling) ๐
and best just post the URL to the feedback tracker ticket
I don't have one open as I'm not sure if this is related to the dev branch but I will do one
BTW as of monday the shirka's gunsights don't align with the projectile trajectory
forgot to make a ticket about it.
ooh, another thing, planes seem to be dumping flares when faced with AAA fire
which is mostly pointless
AI doesn't seem to use single mode CMs either
Heads up that a lot of addons (ACE, ACRE, MCC) will use a CfgWeapon config like this to add items to the game:
type = 4096;
simulation = "ItemMineDetector";
On the RC the items are now triggering the mine detector feature http://i.imgur.com/uMldaBU.jpg
and that simulation is used so items actually appear properly in Virtual Arsenal (or something like that), so there is no good workaround that we know of
Does anybody know if the new sensor displays will be available to use for players who don't own the Jets DLC, for example via the vanilla GPS or other similar add-ons?
Thanks.
Or to put that differently, does the vanilla GPS on Dev branch use a sensor display style ui if you don't own Jets DLC?
@raven plank yes. Sesnor update is a platform update, DLC itself is just content. So everone gets sensors/jet hit points/dynamic loadouts
Thank you for the help.
cheers
@PabstMirror#4052 You know, it would incredibly cool if you could enable the sensors feature as a soldier to get a man radar. Just so modders could do stuff with it
@raven plank There's a devblog called OPREP: Sensor Overhaul which goes into detail
Thanks, I'm mainly interested in whether it will replace the infantry GPS interface.
I will have a look see.
almost certain it does but not a 100%
does someone can confirm if the Tailhook has a collision box? I think it has as I just landed a bit offset then normal and got instant blown up for no reason...
@verbal ginkgo that sounds like Halo
@light lintel I see it more like this:
https://www.youtube.com/watch?v=1yNOT6lWedA
i mean i don't mind if it's available for modders, and well, it already is
see UAV sensors
but i would absolutely hate it if it became a default vanilla thing
The minesweeper radar thing is irritating as it is
@timber sorrel well catapult launch deflectors 1 and 2 are still not working but hey we finally got a arresting system for the tailhook and the tailhook action works without script errors now ๐ Besides that I only came across this issues so far https://forums.bistudio.com/forums/topic/203820-jets-dlc-official-feedback/?do=findComment&comment=3184423 so from an overall aspect I like it
@light lintel Of course not in vanilla, but leaving door open for modders would be great
@timber sorrel The Xian VTOL is hilariously broken. You can stall when in VTOL mode (somehow) and AI is completely incapable of using it in a any logical fashion: if ordered to land they engage landing autopilot, try to land on a nearest airstrip and crash when trying to do that
i stalled even in the BLUFOR vtol
but i assume that they'll fix it for the VTOL showcase
there's a VTOL showcase?
they said there would be one, not seen it though
Arma 3 update 1.70 RC #02 (1.70.141575) released today, fixing some crashes
anyone came across that wrecks are still present in 3DEN after destruction in the mission? Just playing around with my Tanoa Carrier test mission and I had wrecks still present in 3DEN after returning
no just after returning back to 3DEN
I mean the plane just got destroyed and the wreck is there. After pressing ESC and returning to 3DEN the wreck is below the placed jet still visible
even the lightsource from the fire of the explosion is still there lol
hmmm. have seen similar things from time to time. probably caching at work. definitely something they should look into.
Fixed: Added back special variants of Buzzard and Greyhawk / Ababil for Zeus
?
wot's this
probably just made the old loadout variants of those aicraft (now hidden in Editor with scope =1;), accessible again through zeus with scopeCurator = 2;
Ah, i see.
Because loadout editing isn't in Zeus I guess?
not yet and probably it will be not available for 1.70
Anyone on 1.71.x dev branch and having problems with file patching not reloading local/unpacked data (rvmat in my case)? It reloads from local on a3 restart, but not when tabbing back in, nor mission restart
thanks reyhard, any chance that the old loadout variants will go 'back' away again once that's implemented?
@crisp wyvern sure, that's the plan
So they're just in as a makeshift thing until dynamic vehicle loadouts comes to Zeus @rustic plaza? Wunderbar
New vtol 4 flight model. Anyone know how it behaves?
Anyone know if that Can't open dropdown menus bug is fixed in dev branch?
@full sonnet Fixed: Drop-down menus in Eden Editor attributes didn't work in some cases
March 22nd
- an anecdotal confirmed
@severe nimbus As mentioned by Night515 there's a new vtol value for them on dev
I know, I tried it out. It behaves very different from what I was used from stable. Thats why I asked if there is a new trick to flying them now. Because hovering doesn't seem to work any more.
Oh yeah definitely
For vertical landings apparently the way to go on dev is to turn auto-vectoring off and use flaps up/flaps down to adjust the angle of the nozzles
Also, from Imperator-TFD: I also find the key in the transition from forward flight to vertical is to watch for the nose down that occurs at roughly 180 and catch it with a tiny bit of throttle to stop the descent. If you leave it too long your vertical speed overrides its ability to catch up.
-MK84-: `Everyone got used to the auto-throttle mechanic, I believe that's the issue. Previously you just hit the auto-hover/vector key to switch between modes and your throttle is automatically adjusted for you.
With the platform update, now you have to constantly adjust the throttle to maintain steady VTOL flight and transition.`
There's also now an additional Showcase: VTOLs scenario for Apex where you can try this out in the Xi'an
so basically forced AFM for everyone without being able to switch ๐
Ehhhh not quite?
Basically if you turn auto-vectoring off the flaps up/flaps down keys will turn the nozzles/rotors from 0-90ยฐ in 15ยฐ increments with the angle being displayed on the HMD
(i hope they rename the actions to rotors up/down instead of flaps)
uhm i thought they had both
pretty shure the blakfish had flaps
so now you got to regulate 3 things at once flaps rotor angle and engine speed
well guess what I am not going to use in any missions again ever ... right, VTOLs
I felt they were fine the way they worked before ... dunno why people always feel the need to change things ๐คท
an Option to turn it of and have the old flight model for the VTOLs would be great
@light lintel Unfortunately when auto-vectoring is enabled those same two keybinds do control the flaps
I felt they were fine the way they worked before ... presumably someone else didn't
well...that's confusing
and yeah, perhaps keeping the old way for VTOLs would have been good
but i guess they thought it'd be inconsistent with the other planes...
Oh sorry
@light lintel Hey, fun story... on dev branch the Wipeout now has an AntiRadiationSensorComponent ๐
@crisp wyvern ah yes, i saw some mention to it being tweaked, didn't know what it was refering to ๐
That's in addition to the PassiveRadiationSensorComponent, which seems to remain the same as it has been since allowsMarking=0; was implemented, whereas the AntiRadiationSensor has half the range (8 km vs. 16 km) and a 90 degrees horizontal/vertical cone in return for allowsMarking=1;
Both have aimDown=0; and animDirection=""; so they directly originate from the Wipeout's long axis/nose
Ah, interesting. Was wondering why it was needed in addition
Wipeout is a strange candidate for SEAD though ๐ค
More a F/A-18 thing than a A-10
Maybe it's just a prototype. And after all, dynamic loadout
Well it doesn't have the missiles yet; for now the Wipeout 'merely' gained the ability to mark active radar emitters in front of itself
hmm. let's see how it develops. but probably a 1.72 thing now, i guess
Tweaked Angles of the sensor an anti-radiation sensor of the CAS planes were increased
sounds like all CAS planes get this?
Oh that'd be interesting
Speaking of which, the Wipeout IR/visual sensors got tweaked -- notably, class GroundTarget for both has the same ol' limitation-by-view-distance (4 km IR/3 km visual) but for *class AirTarget the maxRange is 5 km IR/4 km visual and they both have objectDistanceLimitCoef=-1; (although still viewDistanceLimitCoef=1;)
i.e. not limited by object view distance?
For both air and ground silhouetted targets both sensors have as groundNoiseDistanceCoef=-1; and maxGroundNoiseDistance=-1;... typeRecognitionDistance=2000; and their cone is now 50 degrees horizontal by 37 degrees vertical, still emanating from the TGP (animDirection="PilotCamera_V"; w/ aimDown=0;)
@light lintel i.e. not limited by object view distance?
{
minRange = 500; // -1 if undef; in meters
maxRange = 5000; // -1 if undef; in meter
viewDistanceLimitCoef = 1; // -1 if undef; coefficient, multiplies current view distance as set in player's options. -1 means view distance is not used to limit sensor range.
objectDistanceLimitCoef = 1; // -1 if undef; coefficient, multiplies current object view distance as set in player's options. -1 means object view distance is not used to limit sensor range.
};```
nice
As per the BIKI: The actual sensor's range is the smallest of [maxRange, resulting objectViewDistanceLimit, resulting viewDistanceLimit] but never lower than minRange
In the above example "the sensor will be able to detect targets that are within the object view distance as terrain view distance will always be bigger. However if the obj. view distance is set above 5km the sensor won't be able to detect anything above 5km. If it's conversely set below 500m, the sensor will still be able to detect targets at 500m even if they are not visible."
i see
BTW re: SEAD, my hope was:
Shirka, Black Wasp, (Optional: Kajman, Super Optional: Blackfoot)
i.e. rest don't get it
that would feel most "authentic" to me
Bring it up somewhere on the forums then
i have ๐
actually, upon verification, it seems only the Shirka and Black Wasp should get it among planes
I know the Ka-52 can, so maybe the gunships could get it too
Althought that would leave the CAS planes without the capability...
maybe the Neophron and Gryphon could, they probably have the closest capabilities IRL
Note that the NVSensorComponent is also 90-by-90/good out to 8 km while the laser sensor is a 180-by-180 thing good out to 6 km... oh, and the Wipeout's IR/visual sensors both have maxTrackableSpeed=100; (in km/h)
maybe should be a bit higher given smaller vehicles can top that
In notable contrast the Black Wasp II does not yet have an AntiRadiationSensorComponent, instead having active radar (45-by-45 cone good out to 15 km vs. air/8 km vs. ground, typeRecognitionDistance=8000; and not optimized for air-to-ground), its laser/NV sensors have the same stats as the Wipeout's... but notably its IR sensor is a 360 degrees horizontal thing (90 degrees vertical, so 45 degrees above the nose to 45 degrees below) w/ maxTrackableSpeed=400; and typeRecognitionDistance=2000; and worse range: 2.5 km vs. air (objectViewDistanceLimitCoef=-1;) and 2 km vs. ground (objectViewDistanceLimitCoef=1;)... the visual sensor has 4 km vs. air (objectViewDistanceLimitCoef=-1;) and 3 km vs. ground (objectViewDistanceLimitCoef=1;) and only maxTrackableSpeed=100; but it's pointed 1 degree below its animDirection="MainGun"; aka 'aligned with the TGP' but with a narrow 26-by-20 cone.
(to be honest i wish tanks could go that fast)
To which I say "well that's some ways to nerf the Black Wasp II for air-to-ground"
which calls in to the question it being a mix of the Super Hornet and F-22 ๐ค
although of course, jack of all trades could be a tradeoff
Or game balancing it out... the active radar has better range/angle coverage than the visual sensor
Oh, and fwiw the Falchion-22's IR sensor has range 5 km vs. air/4 km vs. ground and a 30-by-30 cone w/ maxTrackableSpeed=1e+010; and for lock properties there's missileKeepLockedCone=45;/missileLockMaxDistance=4500;/missileLockMaxSpeed=445; (min distance 150 m and missileLockCone=30; which matches the IR sensor)...
In contrast the Sahr-3's IR sensor has range 6 km vs. air and a 45-by-45 cone but maxTrackableSpeed=700; and while doing 20% less direct damage than the Falchion-22 and slightly less splash damage/radius, it's got a higher maneuvrability value (30 vs. 27), a whopping missileKeepLockedCone=120; and missileLockMaxDistance=5000; (the missileLockCone and missileLockMaxSpeed values match the corresponding sensor values)
If you're wondering the ASRAAM (both Blackfoot and Buzzard) has an IR sensor with a whopping 120-degrees-horizontal/90-degrees-vertical cone out to 6 km vs. air (objectViewDistanceLimitCoef=-1;)/5 km vs. ground, it's the lightest-hitting of the CAS jets' heat-seekers (40% less direct damage than the Falchion-22 and less splash damage than that and the Sahr-3) and a roughly-in-between missileLockMaxSpeed value of 600, in return for the highest missileLockMaxDistance of 6000 and in addition to missileKeepLockedCone=120; it has missileLockCone=90; which gives it by far the best angles for beginning a lock. ๐
The Blackfoot currently only allows for ASRAAMs, DARs, DAGRs, and Skalpels, with both DAGRs and Skalpels being IR/laser-guided, so you'd have to lase/pick up a laser spot on a stationary/not-warmed-up active radar emitter.
interesting
looks like some hellfire variants can be radar guided
might be an interesting dynamic
give mi-48 ARM and give blackfoot radar guided DAGRs
Well keep in mind that the DAGRs seem to represent a APKWS-style weapon augmented w/ an infrared seeker
aye, i meant an additional thing, not necessarily call it dagr
(since IRL commanche could carry hellfires)
Also, dev branch DAGR vs. Scalpel comparison...
DAGR: cmImmunity=0.3, fuseDistance=50, hit=600, indirectHit=50, indirectHitRange=4, initTime=0.002, maneuvrability=8, maxControlRange=5000, maxSpeed=720, missileKeepLockedCone=60, missileLockCone=30, missileLockMaxDistance=5000, missileLockMaxSpeed=35, missileLockMinDistance=100, thrust=530, thrustTime=1.07, timeToLive=20
Skalpel: cameraViewAvailable=1, cmImmunity=0.45, fuseDistance=500, hit=1400,indirectHit=50, indirectHitRange=6.5, initTime=0, maneuvrability=14, maxControlRange=6000, maxSpeed=600, missileKeepLockedCone=60, missileLockCone=30, missileLockMaxDistance=6000, missileLockMaxSpeed=55, missileLockMinDistance=250, thrust=366, thrustTime=2, timeToLive=19
As far as their sensors go, both have an IR sensor cone of 45 horizontal-by-35 vertical and laser sensor cone of 90 horizontal-by-70 vertical, with the Scalpel having a greater range (4.5 km vs. air/ground IR, 6 km laser) and maxTrackableSpeed value (55 km/h) than the DAGR (3 km vs. air/ground IR, 5 km laser, maxTrackableSpeed=35 for both IR and laser); thanks for the correction re: thrustTime
@light lintel The above should give you a comprehensive picture of what the DAGR and Skalpel ATGM respectively bring to the table for their respective aircraft's air-to-ground capability
thanks for the summary!
Note that due to the Blackfoot's internal weapons bays you can only stick a single ASRAAM or Skalpel midboard, while the inboard and outboard stations allow for DAR or DAGR pods as well, i.e. the AT loadout preset goes with single Skalpels inboard, DAGR pods inboard and outboard: two Skalpels and forty-eight DAGRs in all.
That's the trade-off for it sharing irTargetSize=0.8 and radarTargetSize=0.7; with the Hummingbird/Pawnee and the Ghost Hawk. ๐ It and the Kajman and the Ghost Hawk have visualTargetSize=1 to the Hummingbird/Pawnee's visualTargetSize=0.8.
In contrast the Kajman's Default preset is as per pre-DVL, its AT preset swaps the Skyfire pods for inboard quad-Skalpel racks for a total of sixteen Skalpels, the Heavy AT preset sticks single Sharur ATGMs from the Neophron onto the inboard pylons... and the CAS preset sticks a Skyfire pod onto each outboard pylon with the inboard pylons instead carrying single LOM-250G laser-guided bombs from the Neophron... but the trade-off for these possibilities is the Kajman's irTargetSize=1.2 and radarTargetSize=1.2.
EDIT: TL;DR is that if an IR or active radar sensor had a default AirTarget (sky background) maxRange of 6 km it might be able to pick up the Kajman @ ~7.2 km instead, whereas that same IR sensor would seemingly not pick up the Blackfoot until ~4.8 km or the active radar sensor @ ~4.5 km
@light lintel The above is a further explanation of the balance changes that dynamic loadouts and the sensor overhaul have brought to the CSAT/NATO attack helos. ๐ The Hellcat sits roughly in between them stealth-wise with target size (read: sensor range coefficient) values of 1 across the board, both unarmed and armed, but the armed Hellcat particularly benefited from DVL since it's now able to swap the outboard DAR pods for DAGR pods, single ASRAAMs, single/triple/quad-Skalpels, Shrieker pods (HE or AP), or even Twin Cannon 20 mm pods. ๐
ooh that's interesting
i hope they come up with a table or something that can communicate the target size/detection stuff clearly
I'm just getting all this from the config viewer. ๐ Incidentally the Mohawk and both DLC helicopter families have target size values of 1.2 across the board, even the basic sling-loading-capable Taru without pod, while as mentioned above the Ghost Hawk's 'stealthiness' is reflected in it having the same target size values as the Blackfoot.
yeah, it's just inconvenient
Anyone could in theory create such a table from what I'm reporting here... -.-
yes, which would be nice ๐
especially the effective detection ranges
(like 7.2km for the Kajman vs 4.8 for the blackfoot)
BTW posted stuff regarding SEAD https://forums.bistudio.com/forums/topic/200467-jets-sensor-overhaul-radars-irs-lazors-pgms/?do=findComment&comment=3188161
Well to be fair both numbers assume the IR or active radar sensor's maxRange value of 6 km without other affecting factors (i.e. object view distance and view distance higher than 7.2 km) besides irTargetSize/radarTargetSize
Oh, and if you're curious: the Pawnee's AT preset swaps the DAR pods for DAGR pods, but each pylon can alternately take a single ASRAAM, a single Skalpel, or a Shrieker pod (HE or AP).
yeah i noticed that when i tried dev out last to last weekend
that's how i discovered that the orca, pawnee, and hellcat's cameras all face the ground
because DAGRs and Skalpels are useless without guidance
and locking wasn't possible in a pawnee
Both do support manual control, mind you
@light lintel I stand corrected, but I will note that IR guidance does work for the both of them... just confirmed this via taking out a Zamak Ammo via DAGR-or-Scalpel-equipped Pawnee, so those are still viable for hot targets as long as you're good at aiming without a HUD or dot-on-the-canopy ๐
@light lintel ... unexpected development: the dev branch Buzzard has no laser marker
can you lock on to the hunters in the helicopters showcase?
(It seems to be the Hellcat where I'm unable to mark/lock the DAGRs, oddly enough, because the co-pilot's turret still doesn't do diddly, no getting a diamond as the pilot ๐ฆ )
Just ran into this on dev, please let me know if you can corroborate my finding as well: https://forums.bistudio.com/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3188287
it has been a few days but does anyone know if the carrier model has been fixed, last time i walked down the middle i fell through it ! ๐ฆ
I just noticed something and I might've said it here before but...
Jets seem to render beyond object view distance.
My object distance is 2000 m but I can see a jet at 3+ km away. Terrain distance is 8000.
featureType config parameter (or script cmd)
yeah they changed the jets pretty recently
Hey! Can someone please help me to how to update server to RC with steamCMD?
tried -beta RC or -beta Arma3Update170RC but seems like neither actually work
found it on reddit. yay. -beta rc -betapassword Arma3Update170RC
Out of curiosity, I wonder how many of the 12 May 2017 dev build changes are making it into the 1.7 stabe update? They seem pretty hefty with changes to various Jets-related stuff
Hey! Could someone post the 3 new jets classnames please?
You can get 'em from 3DEN @idle furnace
@bleak oasis I know bud, have to stay on regular build atm as working on something ๐
Aah, you could always use A3 Tools and use Game Updater
That way you could at least get the configs
I would've listed them, but not at PC atm ๐ญ
Just need the classnames atm for a mission update, scoured the forums but no one posted them
Yes ๐ฆ
Just swapping to RC now to get them
B_Plane_Fighter_01_F F/A-181 Black Wasp II
B_Plane_Fighter_01_Stealth_F F/A-181 Black Wasp II (Stealth)
O_Plane_Fighter_02_F To-201 Shikra
O_Plane_Fighter_02_Stealth_F To-201 Sikra (Stealth)
I_Plane_Fighter_04_F A-149 Gryphon
Will there be a DevBranch update today (dout it, just wanna know/be sure)?
flyInHeightASL still broken for UAVs with loiter type waypoint as well as the loiter altitude parameter of the waypoint in ED3N
@summer dune will that RC forum post be updated with what's in the hotfix?
Suggestion: could we get "Fortify Position" waypoint? It would be simple move waypoint and upon arrival all of the units get the "Take cover" order. I kinda miss that for managing the AI squads
... uhhh, hotdamn looking at some of the 19 May dev branch changes to AA missiles compared to 13 May For example, I spy with my little eye a proximityExplosionDistance parameter in the Zephyr ammo config...
proximityExplosionDistance? ๐
Yep, so far I've been seeing values of 10 15 for the DLC SRAAMs/Mk49 Spartan missiles (IR), 15 25 for the DLC MRAAMs/Mk21 Centurion missiles (radar); I recall seeing 15 for the base game's infrared SRAAMs and 20 for the radar-guided Zephyr EDIT: Updated with values from 22 May 2017 dev build
@SuicideKing 23 May dev branch changelog: "Tweaked: It is now possible to mark Datalink targets with remote sensors" There's a pop-up error message because oukej said that this is not configured in data yet, but now the Arma 3 Sensors config reference has a new DataLinkSensorComponent; "in combination with receiveRemoteTargets this allows the vehicle to actively target and track targets from the side's Data Link"
ooh interesting!
which is really what you want with datalink, so that's good
Unfortunately I am at work so I will have to wait until tonight to see I'd the error message is because the functionality just doesn't work
Apparently if you set a turret to only have that sensor componentType and receiveRemoteTargets=true; that turret should only be able to engage side's Data Link contacts
As of yesterday's dev build: http://imgur.com/pzN0ABN
that'll be good for AA systems with separate radar
i.e. those that figure that the radar will get targeted by ARM so it's better not to have it as an integral part of the SAM/AA installation and to instead place two or more standalone search radars some distance away
@scenic gyro Today's dev build: SensorTemplateDataLink added, "Tweaked: Spartial targeting symbology", and "Added: A new isVehicleRadarOn script command"; the template inherits from the passive radar template all except for componentType="DataLinkSensorComponent", allowsMarking=1, and color[]={1,1,1,0}; the second and third of these being shared with the laser and NV sensor templates
all good stuff, hope it inspires some new mods etc
@scenic gyro @light lintel https://youtu.be/R5z0k_DJzB8
@crisp wyvern so Titans can now exceed their IR lock range?! That looks like 8km, right?
He says in the video description that he's using custom missiles, so probably not
"This custom scenario utilizes a config mod (modified Cheetah with custom missiles)"
yeah, it's going to be good for more complex scenarios, adding some real authenticity to stuff like 'destroy the radar' type missions, so instead of an imagined threat it becomes a real one with real consequences
i wonder if it's possible to put one of the new radar AA turrets into a dome, and still have the radar work... ๐ค
it would be nice to have a non-hacky, mod-free solution to turn various in map radar assets (airport and bases) into working radars with configurable allegiance
even better if we got animation for those visible dishes on the tops of control towers etc ๐
yeah, a destructable "radar object" that could be placed on/inside these structures would be cool
or better, an editor module
a module would be good
but then again, since you want to be able to tie it to a physical map object ...
Yeah, that would be up to the module to find (nearest objects filtered by class)
Although at the moment it's tied to the config so idk how they would do it
BTW since structures block radar, it's not possible to put the turret inside the dome
Not to mention the turret exploding
which is why a module might be better
This led me to discover that destroyed map structures still seem to block radar signals even after destruction...
then you're only taking existing radar behaviour and applying it to the building as though it were a vehicle
hmm, that's unfortunate but I guess expected at this stage.
Quick changelog stuff in 25 May 2017's configs:
air_f_exp: Blackfish and Xi'an got several HUD/HMD tweaks
data_f: class CfgCoreData gained the following three properties: textureLine3DDoted="A3\data_f\textureline3dDoted_ca.paa",textureLine3DDashed="A3\data_f\textureline3dDashed_ca.paa", textureLine3DDashedDoted="A3\data_f\textureline3dDashedDoted_ca.paa";
drones_f: class UGV_01_base_F gained a VehicleTransport class with subclass Cargo (whose properties are parachuteHeightLimit=5; canBeTransported=1; parachuteClass="B_Parachute_02_F"; dimensions[]={"BBox_1_1_pos","BBox_1_2_pos"};) for the purposes of ViV
weapons_f: class 5Rnd_127x108_APDS_Mag gained the property displayNameShort="$STR_A3_CfgMagazines_250Rnd_30mm_APDS_shells_dns";
^didn't understand the last one
Oh, just that magazine getting a description in the 'weapon info' box
@scenic gyro @light lintel Just posted links in the official forums' sensors thread for the config and scenario (minus the Centurion) used to demonstrate the Data Link sensor
Malden 2035 is here!
did I oversleep again? I could have sworn it was still May ...
is it on the branch now?
Added: Malden 2035 terrain
ah, i saw that elsewhere did not link that with being on dev branch in my head. makes sense now. ๐
@digital vessel thanks ๐
Oh my god oh my god oh my god oh my god ... MALDEN!!! I must switch now ๐
Loving it Just spend an hour and a half on it and Its awesome ๐
looks at his watch.. taps his foot...
Malden feels like it's at low tide. Most of the docks and jetties are a tad high.
so cool
Malden 2035 is too altis like , which makes it somewhat not so much unique
but hey its free so thats good ๐ฌ
Yep, ๐ฏ ๐
Pay attention to the details e.g. the plasement of rocks and boulders ... looks much better than they managed to do on stratis more organic and more realistic ... it captures the mediteranean feel really well ... altogether the map will be a great change to scenery for everyone ... especially since its a free DLC
so everyone will be able to enjoy it
ahw the new lighthouses on malden have a fully functional ladder inside and you can walk around on top but the doors seem to be locked ๐
imho i liked the original look tho
that was at least something more new to look at
i spent the last couple hours running/flying/driving around the map. i personally like it much better than the old one. looks pretty decent all the way around. seen a couple odd things here and there. but meh.. this is to be expected. i imagine they'll fix those.
only if altis didnt existed ๐
well its pretty much boring map even to look at
Altis is a solid map ... stratis is meh ... tanoa is great and malden is shaping up to be too
funny is people like stratis more than altis ๐
then you dont know many x3
I don't know aynone that likes stratis over altis
Neither. Altis is a fantastic map.
We complained about Altis for three years, and Stratis while nice was underused. Post tanoa, for some reason, we continued making missions on Altis and even made things on stratis ๐
most of the complaints I saw about Altis revolved around it being 'too big' for most servers etc with ~20-30 people, while people liked Stratis because it was much smaller
to be frank i think i like them all now, with a slight preference for Altis overall
there were a few complaints that there wasn't enough forest cover on Altis, but IMHO that was unfair, the north west in particular has plenty of forest for those scenarios
GBee i think it depends on the type of game being run. Altis would perhaps be too big for 20 people playing CTI type things, but we've never had a problem with single/dual/multiple objective missions for 15-40 people.
When you look at something like Tanoa, it might be fair to say that Altis was lacking in detail, but it was a much larger map and giving it that level of attention would have taken forever
yeah.
@light lintel agreed, I wasn't saying it was too big, just that many people expressed that opinion
oh sure, was just a comment on that, didn't mean to ascribe it to you ๐
i'd guess that people new to Arma were under the impression that the whole map was supposed to be used together ๐
If it wasn't for the fact that so many missions/scenarios had been created on Altis, I suspect BI might have continued tweaking it - some building changes, a few more detail features like signage and unique stuff in the landscape
looking forward to Malden, but I would have been as excited to see an Altis v2
i dunno, they can still change things without breaking too much to be honest
as long as it's well documented to cover exceptions
Heck i'd love to see Altis+Stratis in the same map ๐
But apparently it's a lot of work
And well, save for new plane and boat missions, wouldn't serve much of a purpose, to be quite honest
anyone got a wasteland mission or anything for the new map be nice to have a race round that with some mates ๐
so... i've been told that tide is set by time only, and ignores the moon?
I'd imagine the date would be involved
I thought the moon phase coincides with the tide differently at different times on the year?
this is how i've always known it to work. although i vaguely recall some chatter about these things a year or so ago. maybe they changed after all these years. i do remember using a standard chart for missions years ago and that was accurate in-game.
even if it does, what i've been told is that the tide is invariant by date (and only varies by time). can't test myself without downloading all 25 GB all over again, which i'm frankly in no mood to
(because 5.96GB isn't enough for the 5.9GB it wants to download)
and who told you that?
someone in the community i play with, who downloaded dev branch and tested.
im curious myself, as the understanding has been the same for a long time now.
i would like someone to verify, is all
We need more buildings like Land_Shed_08_grey_F and Land_Shed_08_brown_F
a Barn ... nice
actuall new buildings
๐
uuh Bunkers
I am 100% certain the date affects tide. Unless they changed within the last two weeks.
hmm, thanks
I have a question about this building https://gyazo.com/cae27bc01883f8a6b00c83da81997158 . Is it a malden or Apex building cuz in the eden editor it says its Apex but it is all over Malden
getModelInfo cursorObject ?
looks like a Tanoa building, could have been repurposed for malden
I heard the Tanoa vegetation and props are part of the base game from 1.71/1.72
So you dont need apex to see those props ?
i believe they should.
i dont think it's inclusive of 'all things' though. not sure what is what honestly. may not include buildings. that being said, if it's on Malden now, it's probably safe to assume people won't need apex for it.
although currently, they might need it. hopefully thats not overly confusing.
props were already free afaik
at least some of them
i mean, i even asked dwarden and didn't get a reply
so who knows exactly which ones...
fwiw, that's definitely an Apex (Tanoa) building, appears in one of the smaller woodyard as a reception building by the gate as one example (featured in the campaign mission where you have to blow up the ammo dumps)
All apex buildings /props are available for non apex users
Basically only island files are non available
Perhaps minimal hard drive requirements should be updated because of that :p
so now a non apex user can see the actual building?
should be helpful for mission makers who no longer need to worry about mixing up Apex assets with non-Apex terrain
@rustic plaza Does that mean we can plan community build maps that has Apex objects in then without apex?
@rustic plaza that as of 1.70 ? or planned for next update?
It's connected with Malden release so 1.71+
kk very nice. prob worth a mention on sitrep (dont think i saw it mentioned anywhere).
Me neither
Is anyone else here having an issue where they try to start a multiplayer malden map and get this: https://feedback.bistudio.com/file/data/cxbfdo5bjdimerquqsuy/PHID-FILE-kvvsowf6gjuhula3bbtx/ErrorPicture.png
@scenic gyro @rustic plaza the funny thing is, based on a discussion in #general_chat_arma with @elfin knot a week or two ago, I was actually working on a mod to detect Apex buildings, which is why i had asked dwarden in the first place...
I had got this far, which functionally works as intended. Just needed to figure out how to add it to the editor UI (along with dialogue boxes)
_staticObjects = (all3DENEntities select 0) select {_x isKindOf "Static"};
_tanoaBuildingCount = {getObjectDLC _x == 395180} count _staticObjects;
if (_tanoaBuildingCount > 0) then {systemChat format [ "Warning: %1 Tanoa map objects detected",_tanoaBuildingCount]} else {systemChat "no Tanoa map objects detected"};```
Guess i won't need to do it now ๐
this is good to know. poor Suicide ๐ that was a good idea.
Hey at least he know how to do that so it's an exercise if nothing else
indeed
yeah, that's why i took it up hehe. thought i'd learn editor modding.
heck, maybe i still finish it, and put it up on the forums somewhere
just for the heck of it
sees today's changelog You're welcome ๐
Quick notes re: today's changelog...
AH-99 Blackfoot/Mi-48 Kajman: HMDs tweaked
IFV-6a Cheetah/ZSU-39 Tigris: now receive and transmit remote targets by default, they gained a data link sensor (1:1 with the template meaning full-globe coverage out to 16 km, requires Data Link Receive to be checked off in the vehicle's Object: Electronics & Sensors portion of the Attributes window in Eden), and their sensor displays should start at 16 km instead of 8 km; there were small value tweaks as well in the SimpleObject class' animate[] array for CRV-6e Bobcat, IFV-6c Panther, and ZSU-39 Tigris but these should not affect gameplay
Data: Data Link sensor gains typeRecognitionDistance=0; which means that "Helicopter" never becomes "PO-30 Orca" unless it's within another sensor's FoV and typeRecognitionDistance
Mk21 Centurion/Mk49 Spartan/Praetorian 1C: All three now have a datalink sensor (1:1 with the template), by default Data Link Send and Data Link Receive are checked off and Emission Control set to Active in their Object: Electronics & Sensors settings, and the following:
- Mk21 Centurion's active radar cone narrowed to 15 degrees horizontal/vertical and now aimed half a degree above mainGun model selection, but ranges increased to 14 km vs. air/11 km vs. ground with typeRecognitionDistance increased to 11 km; visual sensor seemingly unchanged; gained datalink sensor.
- Mk49 Spartan's active radar sensor removed; IR sensor seemingly unchanged; gained datalink sensor.
- Praetorian 1C's active radar ranges increased to 10 km vs. air/7 km vs. ground with typeRecognitionDistance increased to 10 km; IR sensor seemingly unchanged; gained datalink sensor.
Bonus: The armor_f_argo config includes APC_Tracked_01_unarmed_base_F and APC_Wheeled_02_unarmed_base_F...
A small typo in the config of data_f_argo?
overview="Celebrate 16th Armavesary in a modern reimagination of the classic Malden terrain. Dive into a procedural Combat Patrol game mode and complete tactical objectives on every terrain.";
@void magnet To TL;DR the first line in today's changelog, it appears that the Mk21 and Mk49 now rely on the 1C -- or any other datalink transmitter -- to orient them towards targets, and in particular the Mk21 Centurion should no longer have 'orient towards target but not firing' behavior, due to its active radar now being toggled on by default.
im just glad you can type it out in a way it still makes sense to me lol. (im trying to keep up) ๐
Well that's why I'm posting these 'quick' notes in the first place! ๐
@void magnet I'll add that as currently set up any Data Link transmitter should be able to serve in place of the Praetorian 1C -- see the aforementioned Cheetah/Tigris -- and active radar is not the only sensor which counts for the purposes of transmitting... heck, in one experiment just now I just parked a V-44X Blackfish on the ground and its IR sensor picked up/transmitted its received Orca contact to the Mk21/Mk49 which turned, oriented, and got to work, and because a Y-32 Xi'an happened to be within the envelope of both launchers... ๐
ha! that is excellent ๐
Plase note that as far as limitations go, currently we don't have a physical "node" for a transmission of contact track data, only receive/transmit through an invisible/virtual "center", and neither the 'RIM-116' (Spartan) nor the 'RIM-162' (Centurion) or the 'Titan Missile' (Cheetah/Tigris) have been upgraded with datalink sensors yet so they're all limited to their pre-existing guidance...
Late as hell but two quick notes re: the 30 May 2017 dev branch changelog:
Neophron: Stations 3 through 8 (basically all but the outermost two of each wing) now support a single LOM-250G guided bomb, up from just the innermost two (2) stations, and now all stations except the outermost support the Skalpel quad-pack; the outermost stations support single Skalpels or Sahr-3s
Wipeout: All stations now support a single GBU-12 or Mk82 freefall bomb, up from just the four (4) stations in between the rear landing gear wheels.
lots more boom
daft question sorry, if i wanted to switch my test server over to the dev branch what steam cmd would i use 'SET A3serverBRANCH=233780 -beta development'???
@potent yew76#7601 There is no DEV server build, you have to download the whole client +app_update 107410 -beta development validate +quit
No worries thanks, I'll wait till it gets moved to RC branch which I'm guessing is soon anyhow
2*3 CP servers at DEV branch (one per region) are up, regular/recruit/veteran each, same mission cycle order, voting is possible , in case of problems this might be subject to change
We have an Exile Malden server on DEV branch EU region
Where do I have to paste??
+app_update 107410 -beta development validate +quit
SET STEAMLOGIN=
SET A3serverBRANCH= 233780 -beta
:: For stable use 233780 -beta
:: For Dev use 233780 -beta development
:: Note, the missing qotation marks, these need to be wrapped around the entire "+app_data......"
:: There is no DEV branch data yet for Arma 3 Dedicated Server package !!!
SET A3serverPath=C:
SET STEAMPATH=C:\steam\
@jagged lodge#2563 steam cmd batch, did you not read what this was before you considered what it might do? I'm sure if you've used steam cmd before, +app_update may look familiar to you.
@scenic gyro @light lintel Heads up, the Buzzard has had some flight model tweaks which word-of-oukej states = testbed for future changes to other fixed-wing aircraft down the line ๐ discussion thereof proceeds from here: https://forums.bistudio.com/forums/topic/203793-fixed-wing-flight-model-dev-branch/?do=findComment&comment=3198294
ah nice
If anyone wants to test Malden on a live server with friends, feel free to join: [EU] Armajunkies #2 | 3rdPV | 64-Bit | Wasteland Malden ๐ server.armajunkies.de:2312
@timber sorrel As it is RC only, I thought this may help someone, if he wants to test Malden live with friends and some background ๐ anyway, if it is not appreciated then the BI Minions can delete it ๐
I do believe Valthos is right ...
Anyone know how to make steamCMD not download workshop items?
unsubscribe from them on Steam
RC and DEV branch servers up2date so enjoy weekend
hm, 3.1GB Patch, no Changelog in the Forums, tztztz ๐
new DEV updated on CP servers
So has anyone else noticed the amount of signature kicks increasing again in 1.72 RC? Even I got kicked couple of times, even though I never really suffered the problem after 1.60 update which caused a lot of problems for many players. I think the situation got better at some point since the complaining about the problem lessened. (Or maybe the ones having problems just quit trying to fix it and stopped playing.) Here's just some examples:
Wrong signature for file a3\map_data\middle_mco.paa
Wrong signature for file addons\languagemissions_f_beta.pbo
Wrong signature for file addons\functions_f_exp_a.pbo
Wrong signature for file C:\Program Files (x86)\Steam\steamapps\common\Arma 3\heli\addons\boat_f_heli.pbo
Wrong signature for file a3\plants_f\bush\b_ficusc2s_f.p3d
Wrong signature for file F:\Games\Steam\steamapps\common\Arma 3\expansion\addons\structures_f_exp_cultural.ebo
Wrong signature for file a3\roads_f\roads\data\path_sm.paa
Wrong signature for file S:\Steam\steamapps\common\Arma 3\kart\addons\missions_f_kart.pbo
Wrong signature for file a3\plants_f\bush\b_neriumo2d_f.p3d
Wrong signature for file addons\soft_f_bootcamp.pbo
Wrong signature for file a3\soft_f_gamma\hatchback_01\hatchback_01_f.p3d
Wrong signature for file E:\Spiele\steamapps\common\Arma 3\kart\addons\missions_f_kart.pbo
Wrong signature for file addons\language_f_exp_b.pbo
Wrong signature for file addons\dubbing_f_patrol.pbo
Wrong signature for file addons\dubbing_f_beta.pbo
Wrong signature for file addons\functions_f_patrol.pbo
Wrong signature for file addons\language_f_gamma.pbo
Wrong signature for file addons\missions_f.pbo
Wrong signature for file addons\dubbing_radio_f.pbo
Glad i'm not the only one...
hi, i have this error with the last rc update : http://i.imgur.com/vhuQqDl.png
during the server start
okay it's fix, i think it just a fail during the dl
i try make Altis life on malden before malden relase
There's been quite a lot of changes in flight models of Shikra, Black Wasp, Buzzard, Gryphon and Sentinel. Wipeout and Neophron won't probably make it for this update.
Pleas check it on RC branch and mention me with any feedback.
Thanks a lot guys!
We had Malden Life 2 weeks ago, but decided to cancel it ๐
Fixed: Some planes were falling through carrier deck
woooo
and i didn't even have to make a bug report ๐
worth mentioning that i've only observed this behavior on a dedicated server...hopefully also fixed
Added: An icon to the pylons settings to change the owner pilot / gunner of a weapon
i totally missed this
This is great!
(if i it is what i think it is)
oh my
Is anyone around who can help me troubleshoot an issue I'm having>
probably
@polar hedge Unless you tell people what the issue you're having is, no-one can answer 'yes' to that question
so a suggestion: if you're worried about missile balancing in stuff like KOTH, simply make a multiplayer version of those classes (and by extention, those loadouts). The KOTH crowd can use the "compettitve" versions of the missiles, while those of us trying to use the assets in sensible community missions can use the regular versions.
That seems to mean config modding...
yeah, doesn't KOTH use vanilla though?
in which case a first party thing would be best
Vanilla assets with some things changed around I believe.
Therein lies the problem though, that there's only so much that can be changed/rebalanced via scripting
Any mod requirement would run counter to the pick-up-and-play appeal of being able to just join a server and go, although such an exception has been carved out for IFA3 with KOTH 1944.
Tweaked: Parachute no longer has a target signature and cannot be tracked anymore
OMG YES
i sat and created a EH fired script yesterday to set parachutes as captive, so that AI won't shoot ejected pilots
now i'm not sure if that's needed anymore
well, they may still engage parachutes, it's just a question of whether they can visually see them I guess? A radar system won't engage?
if infantry etc didn't engage parachutes at all then a lot of people would complain since that's a large part of a scenario like a paratrooper invasion. However you don't want SAM/AAA launchers turning and engaging parachutes which it sounds like this change fixes
I'd immagine since it was a vehicle the issue was on AA usage against parachutes ... they will still shoot the person inside I am certain
Worth a test I guess
@scenic gyro @Finn Simmons#4180 yeah, so currently no SAM will engage parachutes but:
- The Praetorian 1C won't engage infantry but will engage all other vehicles including parachuting infantry
- The Cheetah and Tigris engage both infantry and parachuting infantry
This change should prevent them engaging at radar ranges, but i'm not sure how they'll behave given their IR and/or visual sensors.
If BIS_fnc_addStackedEventHandler no longer supported (on dev branch, at the moment), why are they fixing issues related to it?
From the last changelog: ```
Fixed: The BIS_fnc_addStackedEventHandler function did not accept object argument or function name
Fixed: The BIS_fnc_addStackedEventHandler function was missing some native parameters, such as _pos in onMapSingleClick
they fixed a issue with it that made it allmost unusable
didn't had the time to test it but here is a ticked i made describing the issue and a repro:
https://feedback.bistudio.com/T126078
Anyone get the Bobcat bulldozer blade to animate? Only the shadow changes for me.
Fixed: The smoke particle effect position for the NLAW and Titan launchers was incorrect << NLAW? Don't they mean PCML? ๐
Display name-wise yes, albeit launch_nlaw_f in configs ๐
Tweaked: Player camera now shakes when ships drive nearby I'll leave the use of the word 'ships' alone for now, but are they referring to players on land or swimming?
I thought it had been for swimming
I'll leave the use of the word 'ships' alone for now
๐
There's a trickle of nice little stuff going into dev branch
and some of it feels like a direct consequence of the Tanks DLC work, i.e. fix for commander's turrets, making the AI more likely to attack an armoured vehicle and improved launcher effects
i'm still waiting for them to fix locality issues with commanders and their smoke screens
and locality issues with multi-crew vehicle repair in MP
@scenic gyro There's a trickle of nice little stuff going into dev branch Laying the groundwork months in advance I suppose, since it's stuff that can't be promoted as 'DLC-promoting platform update features'? Not like the FCS could have been had the devs revealed it much later instead of saying basically 'what the heck we'll throw it in alongside Jets'
And I wonder if some of what you describe means some changes to anti-tank for infantry? (Admittedly I don't expect major changes in air-to-ground except maybe more seeker types in the form of non-IR-sensor AGM variants)
There will be a showcase scenario to go with the Tanks DLC, I figure AI changes and the like are doing to be related to that.
or it could be entirely coincidental ๐
early release of FCS stuff would be to allow modders plenty of time to integrate it I guess
Tank FCS was in the Jets DLC
many cases it'll just inherit unless the tank has a custom optics RSC where the rangefinder is explicitly defined to use the old idc
I say that the mine detector changes are part of orange DLC and we probably get atleast one mission were we have to clear minefields as a humanitarian aid.
Also the launcher changes including the updated effects will be for tanks obv.
Any substantive changes for launchers thusfar or just the effects stuff? I know that the PCML got a visual sensor during the Jets DLC while the Titan (AT) was formally made IR-guided
recently just effects, afaik.
Yep, was talking about the effects. I wish we would get a deadly backblast effect, would probably lead to an AI genocide tho.
snort yeah that's a non-starter, and tbh one problem with Arma AI for the overall game is how much it feels like features were held back because programmers couldn't get the AI to play along 'properly'
at least for backblast, it wouldn't take much just to have the effect disabled or not work when it's an AI unit that's behind the launcher
PCML (NLAW) won't have a backblast though, it's a soft-launch system. Not sure about the Titan
yes, but none-lethal. It's designed specifically to be fired in an enclosed space like a small room without causing any harm
yeah, it's derived from the BILL system and AT4 CS
not sure if they still use salt water to counter the backblast as the original AT4 CS system
I'd still prefer not to stand behind a AT gunner firing that thing, the main purpose is to be able to fire from inside buildings
yeah, some concussion/blurring type affects, like the ones from ACE(?) would be reasonable for anyone standing directly behind the launcher. It just shouldn't kill them
you could always have a visual effect that doesn't do any damage
well the further mine sweeping related changes in recent updates - animations for Bobcat and audio added for mine detector seem to corroborate the latest theory that Orange DLC involves post-conflict clearance of minefields in addition or in connection with humanitarian work.
it's proper title will be the Red Cross DLC, perhaps?
thing is, I can't see how they can really pull that off without adding female and child models
Children most likely won't get added
Women and men are at least adults
And well, they already have CfgMovementWomen and Women in the main config file...
Don't think it will be affiliated with the Red Cross in name (note that they use different symbols on their medical equipment in game)
we still dont know whats the damn Orange lol
Orange = made in NL
yes i get that but what it is?
even a basic description would help here but BI is quiet about it for some strange reason
Like GBee mentioned, humanitarian/peacekeeping stuff seems to be the speculated stuff
Well they said they'll only announce it closer to release.
I think we'll just have to let them surprise us ๐
my best guess is that we'll hear about it after 1.74 is on stable
I'm quite happy about the mine audio cue thing BTW
we won't have to run that one mod on our server anymore...
well my thought with children comes from "This War of Mine".
Today is Sitrep day, no? So we might get a clue in some hours.
as far as using the Red Cross name, probably not, but BI have worked with the Red Cross in the past on the Make Arma Not War ... so there is a working relationship there and I can imagine the Red Cross backing a humanitarian dlc
Kids are a no go and AFAIK women we're also deniedsome time ago by BIS.
right, woman were ruled out and I don't really expect children in a war game (although as noted they were present in the anti-war game previously mentioned). However IFF this is a humanitarian mod, I'm not sure how it makes sense without women and children there to feed/clothe/protect etc.
which I guess is a roundabout way of saying that I don't think it can be a strictly humanitarian mod, but perhaps tangentially related - i.e. post war reconstruction of abandoned towns so refugees (who we never see) can move back
maybe Orange will be nothing at all like everyone has speculated, maybe BI have led us on a merry dance with a whole bunch of 'clues' which weren't clues at all
I'm quite sure they would be able to paint refugees without females or kids, so i doubt that it's a sign for not being a humanitarian aid dlc. We'll see.
women were also denied some time ago by BIS
is this strictly related to BIS, or having women in general?
Since the argument then was "we don't have manpower/resources to do it"
Also, i find the implication that only women and children need to be fed/clothed/protected in a war time situation really weird
civilians of all genders and ages vastly outnumber combatants
And i think a lot of conflicts in the last century have shown that women are fairly likely to take up arms
so...
I wasn't asserting that only women and children needed humanitarian aid, just the rather strange scenario that would lead to an island populated only by men - some unholy genocide of women and children occurred? Or women and children were permitted to leave the island but men were not?
that's fine (to a degree) while civilians take a back seat in the Arma campaigns, but in a mod that deals directly with civilians it would be odd
is this strictly related to BIS, or having women in general?
Both?
Anyway
"While we're not quite ready yet to unveil more details on the upcoming Arma 3 "Orange" DLC, our Amsterdam team is working hard to finish and polish the last bits and pieces ahead of its official reveal announcement."
new sitrep
the reasoning I remember for not having female combatants was the need for accessories like vests and weapon animations to fit a different model. That wouldn't have ruled out unarmed civilians however.
In that case BIS could attract even more hate then not having them at all, since it's (as we can see here ๐ ) a hot topic. I still have doubts about them coming with the O-DLC.
yeah, let me just state that I'm not looking for female models etc to be added to the game. I mean it would be nice, especially in terms of gender equality, but it's not on my wishlist for Arma.
I only raised it because I felt that the absence of women would seem stranger if the DLC had a civilian focus, which is at least one reason that I'm not entirely convinced that Orange will be exactly as others have speculated lately. Though I do agree that it's likely to have some non-combat focus given everything we do know.
just the rather strange scenario that would lead to an island populated only by men
haha i made my peace with that long ago
well, sort of
a hot topic
honestly it's a vocal minorty that outright objects to it, about 64% of the community has no real issues with it, and i suspect a lot of the rest only don't want it because they think it'll be too much effort for BIS. Honestly it's a really silly thing to be a "hot topic", imo.
Children most likely won't get added remembers VBS3
even a basic description would help here but BI is quiet about it for some strange reason I say it's because Bohemia's lessons-learned WRT to PR was "don't give people time to be disappointed before the DLC is out" ๐ see how much Bohemia had to deal with complaints about the fixed-wing flight model despite everything else that Bohemia granted (and Bohemia's eventual explanation as voiced by oukej being that it really was a zero-sum thing, fixed-wing flight model or said everything else)
Didn't VBS3 have civilian crowd simulation of some sort?
At least one 3rd party addon: https://www.simct.com/ambience
Speaking of VBS: https://youtu.be/syfCeXrRggs
You can pretty easily replicate the same with some fsm work. I believe they just sort of observe markets and drive cars around. Sometimes sit at a table?
There can be a lot more detail/complexity afaik
I'd look into it more, but BISim took down the manuals ๐ฆ
it would be nice to have some civilian AI that do more than just run around aimlessly
Oh agreed
Even if it was only "they'll actually follow your scripted instructions if you set them to make the rounds of the neighborhood"
But then I have yet to know if there was a definite breakthrough in "your soldiers move when you tell them to move even when they're supposedly under fire"
No data update for today, but the 28 July dev branch update has "drivingstickLeft"/"drivingstickRight" and "drivingWheel" animation sources for armored vehicles
tank interiors, whoohoo!
though I expect all the vanilla tanks to use wheels, it's nice that they've not forgotten about older tanks being added through mods
tbf Jets indicated that Bohemia really did have a mind towards modding, if not necessarily "legacy" stuff (i.e. the T-34 in A2 or T-55 in OA)
I wonder why you specify "older" tanks though, unless there's 1985s-2010s stuff for which a stick/wheel would be what their drivers used?
Asking b/c I have no expectation that Bohemia's premium armor in Tanks won't be '2035' stuff for BLUFOR/OPFOR plus a contemporary-derived one for GREENFOR/INDFOR, hence the question
to my admittedly limited knowledge, all modern tanks (by which I mean tanks designed in the last 20 years) use wheels or similar instead of sticks.
So basically late 90s to 2017 or what would be called contemporary then?
So that's 30-ish years
for them to add stick animation sources that means they are going to support tanks which predate the Abrams or T-80
i.e. the t-72
" it's nice that they've not forgotten about older tanks being added through mods"
I think this is basically a nod to RHS et al
i.e. they've bothered to think about mods and haven't just implemented what they need for vanilla tanks
which was what I was trying to say earlier
Oh yeah ๐ I agreed, hence the example of Jets
Even if people did (complain is too strong/negative-implying) remark about how modding was clearly in mind but not so much legacy hardware WRT Jets, i.e. no separation of RWR display from 'radar' display, instead sensor fusion period
Tweaked: Tracked vehicles are now properly showing dust when rolling through desert parts of Malden
Added: New "animationSourceStickX" and "animationSourceStickY" animation sources for armored vehicles
Tweaked: AI skill inversion was refactored (Skill and Precision values should now more correspond with the range (0 - 1)), please report any issues to the respective forums thread: https://forums.bistudio.com/forums/topic/150499-ai-discussion-dev-branch/?do=findComment&comment=3220586 the link has klamacz's explanation
The animation source changes included a Winking emoticon, though I think they already blew that surprise in last weeks update which added the other sources. Unless that was because people had subsequently as for X/Y sources in the forums ...
i am sure there will be interiors , even if they will be basic that will be still better than a black overlay
yeah, I think it's an absolute certainty
and they don't have to be spectacular, it was just a sad regression from the OpF days that interiors disappeared
Though keep in mind that only OpF had them
which is why I said "from OpF" and not "from Arma 1" etc ๐
in the grand scheme of things, tank interiors aren't all that important, but the fact that they were in that original game and then missing in all the sequels was what, I think, disappointed most people
It will be nice to have interiors, it will help with immersion etc but it that alone wasn't in my opinion what has driven years of people requesting they be added
interiors are important that play in 1st person view only which most of squads do
are they really important though? I've tried to think many times of practical benefits to gameplay and I've never come up with anything
and I too only ever play in 1st person
it's not that interiors are going to improve FOV etc when in 1st person, they even have the potential to make it worse
though more realistic (which is a good thing)
yes, but interiors do not guarantee that those will be modelled in-game. When you 'lean in' to the periscope or monitors (aka zoom) do we know that BI will allow you to switch between those
let's hope for the best I guess
GB I deem them important. Just like drivers of cars, helicopters and aircraft have them. https://forums.bistudio.com/forums/topic/205389-tank-drivers-interior/?page=1
Major benefits include freedom of head movement, visual distinction between vehicles, more viewing angle, reason to actually drive in 1st person (right now 3rd person reign supreme because of 1st person fixed/looking is where I'm facing, 2d overlay/black border simulating periscope port, with narrow point of view)
important to gameplay was what I was talking about. Only maybe one of those items you mention has a practical effect on gameplay, compared to dozens of other changes or features that BI could implement which would have a more dramatic effect on the gameplay.
Do not think that I don't want tank interiors, I really do, I'm only saying that the volume of requests for that feature is disproportionate to the actual impact they will have on the game.
they could but they wont do other dramatic changes in A3
so with tanks dlc will the best time to show off the interiors
I'm with the both of you in that respect. Many things need addressing, but since they are releasing the TANKS DLC, one would think that finally, interiors would be on the table.
cats out of the bag on interiors, we know we're getting them, but not yet what features other than animated steering will be present. So we don't know if we'll get working periscopes or video monitors, nor how those will actually work
The way I see effect on gameplay is this: Ability to look around when driving is big - it allows you to view the world independent of where tank is facing.
View angle: For decades we have been stuck with narrow point of view and simple black overlay - moving from this to modeled 3 point periscopes (front, left and right) would make driving a lot more involved
Those are 2 big examples of gameplay changes. The rest I could think of are immersion related (consistency with other interior vehicles, different tank will feel different if modeled inside)
If cars, helicopters, trucks and airplanes, tank passenger compartment had resources to spend on modeling interior, so should be tanks driver position.
funny, I completely missed this in the last dev branch changelog - "Added: Ambient sounds for fowls & goats "
that's just fantastic
now they just need to add some jungle creatures for use on Tanoa, what could be better than suddenly hearing a rustling in a bush only for a wild pig to emerge
So we don't know if we'll get working periscopes or video monitors, nor how those will actually work Especially because I'm not sure how you do these (and have them be useful) as a non-full screen thing (read: "optics") without PiP
I miss user controllable animals
PIP monitors should be quite easy like for the gunner
periscopes not so much so , that it is best to do them as fake with actual view holes
does anyone have a screenshot of that new NLAW (PCML) icon?
nevermind, just saw the request on the dev forum which lead to this. I thought the change in icon might be indicative of some change to the weapon itself, but instead it's just because the icon was the old A2 version and they just updated it.
i wonder whats been changed in EMRs reload animation
and its kinda weird seeing it now
magazine was invisible till the very end
so I've made adjustment to it so it's visible earlier & 2 stage push into rifle is visible
it was mostly model.cfg tweak
kewl
Added: EOD Vest (variants)*
a proper bomb suit, or just a retextured, reconfiged vest?
Added: Ear Protectors (variants)* << Do they actually reduce noise, like earplugs in Ace?
those are headwear i think
hmm, looking at these changes I have so many questions ...
vest with best explosive protection added with marksmen I think
only retextured to be blue
there some new variants too
and i dont think they got hearing protection system of any kind
only gadgets I think
that's a shame, because ear protectors that actually reduced volume when worn would actually be useful
I'd love it too
and it isn't that hard to code I think, there are missions with scripted earplugs
well, we've seen plenty of tweaking from the devs after previous DLCs, maybe they'll take some of this stuff onboard
damn :/
no, that's press vest, it was in base game for quite long
EOD vest is retextured GL Rig (I think that's how it's called) from Marksmen
Can we see the other colored ver of it?
that concept artwork also shows a new truck and air-drop parachutes which aren't in the DLC
so I guess they aimed high, and then scaled back
that press vest would be useless against a rifle (tiny plate only covering the gut?) let alone a bomb. Retexturing the explosive plate carrier would have been better
if they couldn't manage a full protective outfit
Both truck and Van are IN the DLC, those air-drop parachutes have been in game from Zeus DLC, if not earlier
surprised there isn't even a helmet with visor
And they did that, really
@north compass have a screenshot?
I'll launch a game, give me a minute
And what do you want on it ;)?
it isn't
just it has the name on back
compare them
As I said before, compare this vest to carrier GL Rig and to press vest...
They are different models
IDAP version got that , not the press one , my mistake
but still it is not the GL vest
On top of your screen were Carier Special Rigs, there's a version of those vests with the best explosive protection in game, I've meant those
the EOD one does have the upper arm protection, and maybe a higher neck guard?
EOD has the same protection as the GL one
Mea Culpa, those vests are similar but not identical
as those bars go
but you are right
it is the GL model but those pouches and extra stuff took out
if you compare these two images you can see it
yep
so less new models ๐
that new helmet got 3 colors only - blue , green and white
There are 2 press versions lower
I can see the Life criticisms, but as someone who likes building detailed single player scenarios, this does give more variety in props to work with. There are a few things included that I've wished were available in the past
there are respirators same colors as the helmets
safety glasses the typical workers type
and wireless bluetooth earpiece lol
I'm honestly surprised that there's no black for the helmet, yes, you can setObjectTexture with a single colour, but that gets fiddly and tedious if you're applying it to multiple units
yeah
especially considering black is the default colour of those things when you remove the fabric cover
safari hat and those bangades on head are kinda cool ๐
Select multiple units and edit attributes all at once?
at least I can finally give the gendarmes something suitable to wear on their heads
I think you can't apply setobjecttexture on helmets
interesting the new helmet has Press version but also a neck protector
Part of the EOD "Suit"?
probably?
I guess?โข
that that neck protection is rather on back of the neck ๐
well Press are going to be running away ๐
indeed, there's only one color with neck protector though
oh, the green one?
blue
ok, thought that's what you were saying before, but then the EOD "suit" was mentioned
With "PRESS" on it
Totally a meat shield
heh
just wonder how many of these assets are going to be usable with versions prior to 1.76
https://steamuserimages-a.akamaihd.net/ugc/853849275112780521/E38CBAD74AFF026723C7435A84932C8C03E4D1F5/ EOD specialist from new faction
wdym?
ehm that looks like cheapo looking EOD guy xD
@scenic gyro Plan on pulling some and putting into a repo til theyy hit main?
@dense epoch for us poor neglected bastards running the Linux port which is currently stuck on 1.68 (next update looks to be 1.70)
Lol thats gotta be fun
Btw here's list of retextured vehicles from vanilla/Apex: Mohawk, Darter, Zamak Transport, Zamak Transport (Covered), Zamak Water(it uses fuel support's model), Stomper, Offroad and MB 4WD
Mohawk got a retexture?
Yep
and stomper, that's an odd one, EOD related?
oh speaking of wtich , why there isnt a robot or a wheeled small vehicle for EOD?
hmm, they missed a trick, should have added a stomper with some a mine detector mounted at the front
because that suit wont help him ๐
yeah, a UGV for mine detection would have been good, and maybe more realistic/practical than a mine detecting UAV
maybe they could scale down the stomper
@north compass Guess I missed that, will look again
oh, the showcase ... not the DLC video
There's isn't an engine change to allow UAVs to disarm mines, so there was only one approach at disarming made by UAVs
ok then, won't be looking again ๐
disarming mines no, but mapping out minefields with a UGV would have been nice
They said something like: We use UGV when we know it's safe
well when a uav can open the doors why not detect mines ๐
not sure if they fixed that
and rabbits
I saw them disassembling static weapons somewher though
even invisible rabbits can open doors (reference to a funny incident in an old shacktack video)
I still don't understand how client side entity can affect something serverside ๐