#dev_rc_branch

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scenic gyro
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well that's why the rabbit appeared invisible to all but one person, but why it was able to open and close the door repeatedly remains a mystery

north compass
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Also Mohawk is called EH302 in new faction

scenic gyro
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cue lots of joking about a haunted house

north compass
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And it didn't happend once, I saw something like that myself

dense epoch
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Some the vans have openable doors too

north compass
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without scripts?

dense epoch
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I just placed them, scrolled, door open

north compass
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Nice

thick oyster
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that van is nice but thats it heh

scenic gyro
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@dense epoch noticed that from the promotional screenshots, that's nice, some of the vanilla vehicles had animations for openable doors but for some reason they weren't actually openable without scripting

thick oyster
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lol at that camoed van tho

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just noticed it

dense epoch
scenic gyro
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I'm intrigued by the mini-bus version of the van, does anyone remember the bus from OfP?

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complete with bus stops on Nogova

north compass
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Yes, there was a bust in Arma 2 too

thick oyster
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that camo texture doesnt look quite sharp , they used MS paint to do that?

dense epoch
scenic gyro
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it was entirely whimsical, played no part in the campaign etc However I remember playing about with having the bus drive around the island, with civilians waiting at bus stops and getting on/off randomly when it stopped

dense epoch
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๐Ÿ˜ฎ

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I think the "Cargo" vans can have stuff loaded in!

thick oyster
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only if you could load in something

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i mean like physically

dense epoch
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That'd be cool

north compass
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there was also new drone loaded inside it in some DEV pic

dense epoch
thick oyster
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thats the vehicle in vehicle right?

dense epoch
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yep

scenic gyro
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mama mia

dense epoch
scenic gyro
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well the underside is important given the propensity of the AI to roll vehicles

thick oyster
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interesting

dense epoch
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Hahahaha there's even sirens

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The horn is the siren

thick oyster
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they could at least bumped the underside

scenic gyro
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hmm, maybe they'll go back and add sirens to the existing police/gendemerie vehicles

thick oyster
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its quite flat but in arma you will see that often haha

dense epoch
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I'm really liking this DLC now ๐Ÿ˜‚

scenic gyro
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what about the ambulance, can you get in the back and be lying on the stretcher?

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like in the medical trucks?

dense epoch
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FFFFFFF ;-;

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I told my AI bitch to assemble a drone, it crashed my game

north compass
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Yes, you can

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all "seats" are available

dense epoch
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@scenic gyro yep sadlyy doors dont open

scenic gyro
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ok, so there's some attention to detail going on (lying in ambulance)

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even if opportunities to use that in any of my missions is going to be limited

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@dense epoch Well that's a crying shame, and misleading given the promotional screenshots

north compass
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you can open them with scripts, only Firing from vehicle slots can open doors though

dense epoch
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^

scenic gyro
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yeah, animation source etc, but who wants to be bothered adding scripts all the time for something so trivial?

dense epoch
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People in Life servers probably would or a new framework or whatever it is they use

scenic gyro
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It wouldn't have taken any effort for BI to make them openable for everyone

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the door animations for RHS are one of those great little touches that just help the overall feel of things.

north compass
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btw use horn in ambulance van ๐Ÿ˜„

scenic gyro
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Mittens beat you to that about 10 minutes ago ๐Ÿ˜ƒ

severe nimbus
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It feels this DLC is going nice ๐Ÿ˜ƒ the Mine launcher is cool

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did anyone figure out what the new function on the drones is? there is a new symbol on the indicator lights

dense epoch
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What's the name of it?

severe nimbus
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The indicator light? i don't know there is the engine the autohover the light and another symbol now

dense epoch
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New symbol is to load stuff I think

severe nimbus
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the forth Is new

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fourth

dense epoch
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To load stuff I think ye

severe nimbus
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but how :?

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I didn't find a keybind for it

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and what can you pick up?

dense epoch
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I'll see, and it's scroll wheel I think too

scenic gyro
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I just saw "indicator light" and for a moment was thinking they'd added working turn indicators to the new van, then read the context and ...

dense epoch
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๐Ÿ˜‚

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@severe nimbus It's a UAV box I think yyou pick up, I found it under items and filtered by mods and found it near the bottom

north compass
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Anyone figured out leaflets?

thick oyster
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holy crap , there are hover cars now

dense epoch
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๐Ÿ˜‚

scenic gyro
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hmm, need the option to paradrop cargo from air vehicles without Zeus

north compass
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it was done in one showcase though

severe nimbus
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dunno how you did this mittens but they are not working for me

dense epoch
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@scenic gyro Yyou can airdrop from a blackfish

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@severe nimbus I thought it might've been the way but didnt work for me

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might not be possible yet?

severe nimbus
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Naj its probably like with the taru

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you can't detatch but spawn the box anyhow

dense epoch
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There's drones with the box already on them but idk how to load em up

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so def possible

north compass
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If there's an option in virtual garage you can do it

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And there are such options

scenic gyro
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but it can't be dynamically opened/closed in game without scripting

dense epoch
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^ sadly

light lintel
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i hope the reskined mohawk gets a vehicle carrying variant

north compass
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There's only standard version .

scenic gyro
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wouldn't have room for anything larger than a stomper or quad?

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even the LSVs are too large

north compass
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I don't think so, it's just a retexture

scenic gyro
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in fact, just played around in the editor and a stomper isn't even realistic, the wheels are maybe 1/4" or less away from the walls on both sides

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and the antenna goes through the roof

light lintel
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thing is, a lot of stuff in arma is a "vehicle"

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i.e. you could put crates etc inside too

scenic gyro
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pfft

light lintel
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or an inflatable boat or something

scenic gyro
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then say cargo carrying variant ๐Ÿ˜‰

light lintel
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yeah i guess ๐Ÿ˜„

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i was just thinking ViV

dense epoch
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How do crates/drones and alike get loaded into vehicles? In the showcase it had a drone loaded inside a veh which I could unload

light lintel
scenic gyro
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or drag and drop in editor

dense epoch
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I was hoping for the ability to do it whilst in game/combat as such

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I guess the editor works but I'd probably do it for the cool factor instead, so I'd then just use the attachto function

north compass
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You can, there isn't any animation though

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Try Apex vtols

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Vehicle transport variant to be precise

dense epoch
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Ew the VTOLs

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๐Ÿ˜‚ I was hoping for an easy way with the new DLC trucks, maybe I'll see it someday

north compass
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I haven't tested it with truck but it may work the same way

light lintel
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or drag and drop in editor
oh didn't know

full sonnet
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Are the Stretcher and Bodybag actually usable for something or are they just props? And is there a filled version of the bodybag?

light lintel
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If the stretcher could be a crewable vehicle that would be awesome!

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By crew I mean, person on the stretcher :D

scenic gyro
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@light lintel Wouldn't mind if the stretcher bearer positions were also optionally crewable

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so that a casualty becomes not just the loss of one person in the team, but it then also requires at least two more to transport them to the safety of a medievac heli or vehicle.

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"Don't get shot" then becomes an even more important mantra ๐Ÿ˜‰

light lintel
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Yeah I wouldn't mind either, just not sure how it would work though

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Like, having two people sync movements

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If it could be done then that would be great though

scenic gyro
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well I'm thinking only the first person would be the driver, the guy at the rear would just be in for the ride, it would work exactly like a tank

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with legs ...

scenic gyro
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random thought, does the Hi-Vis jacket reflect headlights/torches at night?

full sonnet
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Most likely not

rustic plaza
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even adding cargo proxies to the stretcher would unleash series of other request like "come on BI, why don't you add ability to carry stretchers, it's 5 minute thing"

full sonnet
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ACE would take care of the carrying I'm sure.

rustic plaza
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"it should be part of the game!!!11oneonoen"

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๐Ÿ˜›

full sonnet
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Yeah.. ACE/TFAR/CBA should all be somewhat part of the game.. I hear that almost too often...

scenic gyro
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definitely not a 5 minute thing, but it would be VERY COOL

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and hey, since Orange is now done, you have an entire studio in Amsterdam with nothing to do ๐Ÿ˜› (j/k)

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ah well, guess we can stop hoping for crewable and vehicle in vehicle for stretchers ๐Ÿ˜ฆ

thick oyster
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tac ops should be better now ๐Ÿ˜„

rustic plaza
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I mean, maybe there is chance to at least give some support for mods but it's definitely something for post release

scenic gyro
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yeah, I don't think anyone would expect that to happen between now and release

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I'd like someone to do it at least, it would add a whole new dynamic to milsim, having to secure the area and provide cover for medevac, losing time and resources because someone was stupid enough to get themselves wounded ๐Ÿ˜‰

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combined with a military textured version of the new field hospital ...

verbal ginkgo
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Oh no, was the improved 3rd person camera for the aircraft removed? It is no longer there in the stable or the dev

light lintel
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Only for helicopters I thought

scenic gyro
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a lot of third person players disliked the new camera for helis, so it was reverted to the old camera for helis, new camera for planes

verbal ginkgo
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FFS cant you just give us an option to enable it separately for planes and helicopters or leave it as it was before?

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The old camera sucked donkey's balls and the new ones was so much more comfortable when flying, be it helicopters or planes

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Any way to mod that?

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I can leave with this if I can mod in the new camera for for helicopters. Please just tell me it is possible

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First 3rd person CCIP and now this, why in the world can't you just add settings for this and instead force players to use gimped 3rd person camera version. If I wouldn't like those new features I would just disable it via options, but no, we can't have that, can we? Players customizing their games to give them the experience they want? That is just haram.

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If not options then at least let us enable 3rd person CCIP and BETTER 3rd person camera for aircraft via mods.

scenic gyro
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3rd person should be implemented in the game by having a large camera drone following you where-ever you go ...

verbal ginkgo
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oh great just great, what about HUD, CCIP, height and stuff readouts from the vehicle you are using

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is it that bad to have a freaking OPTION that you can choose to use or not?

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and how that drone stuff would work, huh? via laggy PIP that has tiny view distance limit or something else?

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Ok here's the solution for people that had troubles with landing helicopters with the new 3rd person camera: make it so when the free view button is pressed the camera behaves in the old manner, when it is released it stays in the position you set and follows the aircraft using the new behaviour. BAM you have both variants.

scenic gyro
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@verbal ginkgo Well I'd imagine the drone would work exactly as things work now, with same FOV, perspective and quality (imaginary VR googles on the player). The only difference is that the player would now have a large bright orange drone flying above them cancelling out the 'see over walls while remaining hidden' capability of people using third person. Third person players get the perspective they want, but the competitive benefits of using that mode are cancelled out.

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It's a very tidy solution to the problem and I look forward to the devs implementing it ASAP. ๐Ÿ˜‰

verbal ginkgo
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@scenic gyro I think you can script this. have a script that checks if player is in 3rd person, if he is then attach a drone to him. they you have it in a pretty dirty way

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Oh, and I'm not complaining about on foot 3rd person (I can modify that with a mod). I'm talking about the new 3rd person camera for aircaft

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Also remember that you have THE F*****G OPTION to turn off 3rd person for both single player and by MP server admin.

lucid crag
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Does this stretcher they added in have any selection points/memory points so at the very least we can script this in?

verbal ginkgo
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So I'm not complaining about that, there is an option and i can further adjust it via mod, I'm happy with that.

lucid crag
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Taro, start a petition. Many will follow ๐Ÿ˜‰

verbal ginkgo
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OK BIS, if you insist on keeping the old 3rd person camera for aircraft at the very least fix the retarded behavior of it shifting it view if you fly backward or make a turn when looking backward. At least make that shit work properly

verbal ginkgo
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So, I just checked it. The new camera is still used for the planes. This only serves to further prove my point: you actually can have both modes in the game at the same time, so you can as well have option to toggle between them.

light lintel
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The new camera is still used for the planes.
we told you that long ago ๐Ÿ˜›

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that's from the video

verbal ginkgo
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"This only serves to further prove my point: you actually can have both modes in the game at the same time, so you can as well have option to toggle between them."

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Also the retarded behavior of camera switching sides when you try to look backward when executing a turn is still present in both modes

lucid crag
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One can retex AAF only so many times

thick oyster
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AAF uniform is the most retextured even by BI

scenic gyro
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There's a bunch of unused uniform textures already in the vanilla game, wish they'd make those usable without setObjectTexture so that we can vary things in missions

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I'm actually not sure if that one is new, or whether it's just one of the old ones that they've finally used for something

thick oyster
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that variant can be easily done with switching color tones in Photoshop

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green to brown and whoala you got a desert sorta camo

lucid crag
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Chocolate chip almost ๐Ÿช

thick oyster
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those leaflets are scripted

lucid crag
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Yep, that was intentional

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You can customize them

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Almost like an official notes system. You can even create AAN articles

thick oyster
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that site thing was kinda clever but i think A3L will overuse that thing to death

scenic gyro
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sucks for the lifers, but we'll be ok ๐Ÿ˜‰

lucid crag
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Yep, guarentee it

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The leaflets are used irl, to clear out a town of civilians

scenic gyro
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or warn them of specific threats, e.g. contaminated water supply

lucid crag
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Yep

scenic gyro
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or offer rewards for information

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in the case of military leaflet drops

lucid crag
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Yeah, they do serve a real purpose

thick oyster
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i am not saying that they unrealistic , just i can imagine they using it for meme or other bs

lucid crag
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Yep

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Someone predicted they would be raining dick leaflets from the sky

scenic gyro
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in the real world they serve a lot of useful purposes, not sure how they might be used in-game though

thick oyster
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leaflets were used in wars - propaganda or just surrender kind of thing

lucid crag
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Ingame they might be useful for a fully player versus player scenatio

scenic gyro
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@lucid crag that was me, and I'm sure that someone, somewhere is already working on it ๐Ÿ˜‰

lucid crag
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Hahahaha, nice one ๐Ÿ˜‰ @scenic gyro

scenic gyro
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hmm, that winky makes it seem like I'm talking about myself ... I'm not!

thick oyster
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just a example

lucid crag
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Oh, im sure you would never ๐Ÿ˜ฑ

scenic gyro
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I predicted it will happen, but I'm not so sad that I'm going to be the one doing it

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however we'll see how long it is before admins are begging BI to provide a config option to disable the leaflet drops

lucid crag
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Or server option

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@thick oyster yeah those are pretty cool. Freaking leaflet bombs

thick oyster
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yeah , those were used in Korea war

thick oyster
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you can see that in Mash Tv show too

scenic gyro
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I hope they made him go back and pick those all up.

lucid crag
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Never, Americans never clean up after themselves

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Mash was a good show

thick oyster
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remember that episode when they had to defuse a bomb?

lucid crag
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Yeah

thick oyster
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thats the propaganda bomb

lucid crag
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Lol, thats fucking amazing. I dont think i realized that when first watching

light lintel
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Not aware of that AAF texture already existing

severe nimbus
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the new mini idap capaign is awesome!

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The level of detail they put in that is great

wintry ingot
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The demining drone's charges are pretty powerful.

scenic gyro
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lethal?

wintry ingot
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Yeah.

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Lethal bombs for civil use.

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I suppose it'll be nerfed later.

north compass
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They're realistic in offensive use actually, there are videos of ISIS using drones to drop bombs on the internet.

dense epoch
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Yes but the drones are intended as "Demining" drones, I don't believe BI intended to use them to blow civilians and military to pieces

severe nimbus
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Seriously? have you seen videos of Mining operations or heavy deconstruction? they use High explosives all the time. Why would Civilians not have explosives?

north compass
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Still Arma is a game in which you are only limited by your imagination. Back to those bombs, I'm pretty sure that smaller charges won't be as effective in causing mines to explode.

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Or you would have to be very, very precise

severe nimbus
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They are supposed to blow up burried mines by concussive force alone they have to be powerfull

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It would be unrealistic if you would waste one explosive on one mine

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they need to take out multiple ones

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this is literally the logical way of designing a demining drone

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anything else would not be time and therefore cost efficient

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especially since they seem to be affected by wind making the explosion smaller would make it impossible to hit anything

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you already have to fly low as is for the mine detector to work

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an those things never land where you want them to

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now immagine you having to actually hit them

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the mines that is

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Sudden burst of clarity: for people like mittens they need to make a version that drops rocks

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so that he can try and demine by hiting the mines

wintry ingot
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Fair enough.

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In the expo they didn't do that big of an explosion

dense epoch
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What? Not sure if objecting to me thinking BI would add them so they can be used to blow everybody to pieces by "terrorists" or something else ๐Ÿค”

north compass
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If they change those bombs so they don't harm infantry/vehicles they won't be effective against mines ๐Ÿ˜„

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"Terroristic" aspect of demining drone is up to its users.

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You don't have to use them that way.

crisp wyvern
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@scenic gyro wouldn't have room for anything larger than a stomper or quad? even the LSVs are too large I found this out back when testing out ViV about the CH-49/EH302

dense epoch
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@north compass with one my comments, I was replying to you, I doubt they'd add them if they intended for them to be used to harm civilians and military etc

north compass
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Think of it as bonus application.

wintry ingot
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I'm probably dum, but how to drop fliers?

north compass
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then you can fire it when you control a drone or make it fire its weapon on waypoint/trigger/whatever way you want

wintry ingot
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Ooh

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Thanks, bud.

timber sorrel
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so, what happens when you find all 8 training mines in the idap scenario?

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@scenic gyro agreed. i'd like to see the uniform variants added to the game properly

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the NATO woodland uniform for example, it exists (there's an item for it) but the texture just shows as a regular multicam uniform

tame rover
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you get an achievement on Steam

wintry ingot
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Dang, the story is quite great.

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I played it for 2 hours.

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Well done.

timber sorrel
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yes, i love it.

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i would like some of the guerilla loadouts in campaign (with AK, protector, basic helmet, etc) to become standard loadouts in the editor though?

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or perhaps we can have a guerilla module which randomizes weapons and gear of a synced group to more closely resemble an insurgency

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i would also like syndikat specifically, to ignore the rules of war

crisp wyvern
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I wasn't aware that they did observe?

blazing sorrel
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Just a thought: Suicide AL-6.

lucid crag
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@hot flame you obviously didn't play it much then did you? Nor the purpose of it all?

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Plus this is just the beginning, they always save something for the stable

crisp wyvern
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Although tbf Jets basically spent six months on dev branch and had plenty of iteration changes and reveals along the way

thick oyster
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Let's be fair - that Van will sell itself

full sonnet
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Hey kid. Wanna have some free Van's? Just hop in.

thick oyster
thick oyster
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Now if you could be able to reskin those attachments ......

full sonnet
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Why can't you?

thick oyster
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no you cant reskin any official attachment

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because they dont support hiddenselections

full sonnet
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Ouhhh... Okey.. Sad..

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Atleast weapons support it now.. I can remember Arma 2....

thick oyster
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yeah i know

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only if that tech could have been used on everything

scenic gyro
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Added: Hit sounds for pumpkins

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Umm .... ?

thick oyster
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i was looking into that too xD

zealous halo
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have anyone tested new dev branch? I wonder if the new vests are just retextures

tame rover
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were new ones added today?

thick oyster
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there were new vests?

thick oyster
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there isnt anything new about vests in latest update

mighty pewter
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They just added variants it looks like ...so nothing really new about them ๐Ÿ˜‚

scenic gyro
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@zealous halo You mean in Law of War DLC? There's only one new ballistic vest and that's a retexture. The other 'vests' are just civilian clothing

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high visibility safe vest - the sort of thing you see worn by construction workers etc. Or the ID vest, which is basically a bib identifying members of the IDAP group

thick oyster
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that thing was already in when the dlc came in dev

zealous halo
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thx

severe nimbus
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hm, where are those camo selections for sidearms?

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and I don't see the new camo for the M-200 (do they mean Mk200?)

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I hope we get a medic backpack ๐Ÿ˜ƒ

thick oyster
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@severe nimbus they only added camo selection which you can use for camo variant

severe nimbus
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-.- sigh why make it easy

scenic gyro
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but which camo?

thick oyster
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your own custom camo

scenic gyro
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oh, just a hidden selection then. Yeah, because of the line above that mentioning texture tweaks, I read that as a new texture ๐Ÿ˜ฆ

scenic gyro
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@past moon What's my prize for being the closest to guessing what IDAP stood for back in June when the logo leaked? ๐Ÿ˜„

thick oyster
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Fixed: Visual artifacts on iron sights of weapons with under barrel grenade launcher when certain scopes were attached to them 
Fixed: Sections on the M-200 machine gun so that camo selections display correctly ```
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please add these into RC aswell

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or in the final patch

past moon
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any crashes or major issues with recent RC binaries ? tell us โ—

full sonnet
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sunOrMoon is broken. Only returns Integer instead of float. So only 1/0 and nothing inbetween like it should.

light lintel
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@full sonnet is that specific to RC? Last i checked with stable, there's a very narrow period when it's not 1 or 0

full sonnet
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Even if there is a veeeerry narrow period that would be incorrect. It was working correctly before 1.70

light lintel
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Alright. I think the last i checked was 1.70 or before, so dunno

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I just got it to return sunOrMoon every second, and then used time acceleration

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probably returned a float over a (in-game) 30 or 45 minute period

spare gazelle
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It's a bit annoying that the minivan lightbar colours are locked to type (Ambulance being the only blue lightbar), Wish it was like the offroad with hides for service/emergency service beacons.

full sonnet
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Can someone test if sunOrMoon works correctly right now on RC ? correctly means it returns something sensible and not just 1/0

scenic gyro
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"Added: A warning whistle to the Demining Drone explosive charges (to make it less easily used as offense / surprise weapon)" hah

severe nimbus
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I'm stull of the opinion for certain people they should add a version that dropps rocks instead of demining charges ... You know because they have never seen demining operations with the Israeli "Carpet" sytem.

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And with they I mean people

past moon
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new 1.76.rc is out

scarlet root
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whats new?

rustic plaza
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pretty much everything added to devbranch till Friday

scarlet root
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sweet ๐Ÿ˜ƒ

thick oyster
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Added: A new "DriveOpticsIn" parameter for vehicle drivers (similar to turret "OpticsIn", but uses "OpticsModel" instead "gunnerOpticsModel" for the optics model)

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interesting

crisp wyvern
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Makes sense if going with interiors or with "futuristic" driver periscopes

verbal ginkgo
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I noticed the issue with AI being pretty much helpless against even unarmed MRAP if they don't have any AT weapons. Without AT you can run them over completely unchallenged, this turns MRAPs into ridiculously effective battering rams. The AI simply will not fire small arms against the MRAP at all, just use UGLs at a distance, but up close nothing at all.
So I experimented a bit with the MRAP's config. the damageResistance does nothing. However, after I set the crewVulnerable to 1 the AI started using small arms against the Hunter. What's more: even if Hunter is largely invulnerable to small arms fire (ie. the armor works as it should), someone got lucky shot from the side, through the window and actually killed me, when I was driving around the enemy.
I think that MRAPs should have crewVulnerable set to 1.

crisp wyvern
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Interesting, crewVulnerable is an AI parameter?

light lintel
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I know the MRAPs are vulnerable to high calibre small arms

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If you give the enemy a GM-6 Lynx with AP rounds, do they fire at the MRAP without crewVulnerable?

verbal ginkgo
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@light lintel Even a not so high caliber small arms are effective. I think that the shot that killed me might have been 7.62mm round from either the SAW or DMR.
@crisp wyvern Yeah, its AI only value

#

@light lintel Guys with a lynx and AP ammo do engage the Hunter MRAP, even without crewVulnerable.

light lintel
#

hmm interesting

#

I've also seen infantry with just RPGs not engage infantry, of course that's a different issue

verbal ginkgo
#

I think that may be ammo or weapon config thing, the guys with RPG's may not have HE loaded. Well. my point still stays: the vanilla arma 3 MRAPs should have crewVulnerable set to 1 as small arms can actually injure the crew.

light lintel
#

I know the RHS MRAPs get attacked, i guess they have it enabled

crystal parrot
#

hey, how to custom the tracts and sign with personnal img ? cc @past moon

light lintel
neat sparrow
#

What may cause gps/minimap (right ctrl + m) not to open?

#

I'm on RC, and there is some mods involved

inner pagoda
#

Mods throw everything out the window. Try it without mods and see if it persists.

neat sparrow
#

It's fine without. I have ruled it down to my server side mod. Laws of War Steam page said release on 12th... thought I had the weekend to figure it out ๐Ÿ˜›

tame rover
#

minimap is handled with the Left/Right Panel controls now. I think they're the [ and ] keys by default?

#

it's under "Common" in the keybinds anyway @neat sparrow

neat sparrow
#

I'm aware of that, tried, not working

#

Tried other missons, and it works there, so I guess I'm on my own

tame rover
#

Do you have a GPS is in your inventory in this particular mission? They only work if you have one equipped

neat sparrow
#

yes

lucid crag
#

@neat sparrow LOW comes out on sept 7...tomorrow.

neat sparrow
#

I know, I'm running out of time ๐Ÿ˜›

lucid crag
#

Quick! :p

neat sparrow
#

only 40 000 lines of code, I'll be fine

lucid crag
#

Woah 0_0 , working late tonight? :P

light lintel
#

another interesting dev update!

#

Tweaked: Doors, gates and hatches now use new technology for detection of user actions (actionNamedSel parameter)

#

can't try it out, sadly

rustic plaza
#

tech was there for some time - just nobody was brave enough to implement it on all assets ๐Ÿ˜‰

light lintel
#

ah yes i was looking at that selection param yesterday

#

wasn't sure what it actually did

#

in fact i'm still not sure what to make of it ๐Ÿ˜„

#

does someone have an image/video of it in action?

timber sorrel
#

@rustic plaza is the tech in current stable arma ? i.e could we add it to some custom player buildings now ?

rustic plaza
#

yes, it is @timber sorrel

#

yet it wasn't tested properly some you can expect some issues

#

so far nothing came from QA so fingers crossed for it flawless working ๐Ÿ˜‰

timber sorrel
#

Ahh nice will have to download dev branch to see how it works. Also will check if any changes require for ai pathing actions or they still use the old config entries

whole cairn
#

Added: PhysX-simulated and animated tank tracks according to PhysX wheels rotation

#

Does this mean tracks and drive train/wheels all move at their correct speeds? Unlike currently where the tracks can spin 100x faster than the wheels spinning and vise versa?

#

Also PhysX simulated? Does this mean tracks actually have physics? So they can hang loose and get tighter depending on tension?

light lintel
#

๐Ÿ˜ฑ

#

i wonder what the wheel sweep collisions are about

whole cairn
#

I would @ a developer but I'm sure they look at this thead enough haha

light lintel
#

i tested out the selection param for addAction

#

and well, i'm excited, to say the least ๐Ÿ˜„

#

should make door interaction really smooth

#

especially with multiple doors near each other

tame rover
#

Make your Tac Ops smoother perhaps...

light lintel
#

remembers direct VON volume still isn't separated from effects volume slider (although admittedly irrelevant to Tac Ops)

#

well done BIS, Arma is now getting to the point that I feel bad complaining about things ๐Ÿ˜›

rustic plaza
rustic plaza
#

as for tank tracks - no, there is no physx

#

previously physx wheel matched size that you defined through "center" & "bound" memory point

#

now their size is increased so track behavior is more smooth

#

it's applied automatically to every tank and no input from model creator is required

full sonnet
#

That's gonna look neat.
Has there been progress on the random tank flip physx bug thingy yet?
When you stand still and rotate the barrel into a tree or a lamp-post the tank randomly goes flying a couple meters and does a couple backflips.

rustic plaza
#

tank flip should be fixed

#

that barrel thing sounds weird - there are no barrels in physx for vanilla vehicles

full sonnet
#

I mean the Tank Barrel... That's probably not the correct word... The Long pipe where the bullet is fired from ๐Ÿ˜„
Could be that it's only for modded tanks.. Don't use the vanilla ones much. But if Vanilla tank flip has been fixed it probably also fixed modded.
Didn't try on dev-branch yet. And also didn't try for couple months on release

rustic plaza
#

barrels shouldn't be in physx

#

and physx collision of barrels is most likely not going to be changed

#

I removed barrels in physx lod from rhs tanks some time ago - by 0.4.3. all should be gone

full sonnet
#

KK Thanks a lot. Only using RHS tanks anyway ^^

light lintel
#

barrels shouldn't be in physx
so do barrels not collide, or how does it work?

opaque oar
#

They haven't since Alpha.

light lintel
#

Ah, interesting. I think we always assumed they did.

#

Although I do remember modded tank/vic barrels getting stuck in forests ๐Ÿค”

#

probably what reyhard was talking about removing

opaque oar
#

Modded tanks sure.

full sonnet
#

modded != vanilla

opaque oar
#

BWA3 Leopard has it.

full sonnet
#

And.. Yes. That's exactly what he said
I removed barrels in physx lod FROM RHS tanks some time ago - by 0.4.3. all should be gone

light lintel
#

cool

#

BTW, speaking of the barrels, it's possible to make them dissappear from view at particular angles (say if you were standing below the barrel, and turned the character)

#

so in one frame they're there, the next they're gone

#

don't know if it's a feature or a bug...

full sonnet
#

feature. Models that are not on screen are not rendered

#

I know. It's not perfect sometimes ^^

light lintel
#

hmm suspected as much

#

i've seen it happen with the lighthouses too - their beams stop rendering in a similar way

#

but yeah, reyhard - does this change to wheels mean tanks won't get stuck on those low walls? ๐Ÿ˜›

#

your image gives me hope

full sonnet
dense epoch
#

Holy smokes

full sonnet
#

Such a "little" change.... and so much value

viral eagle
#

overcoming obstacles? i thought thats what the gun was for ๐Ÿ˜‰

tight marten
#

Dont cars handle obstacles much better now too?

#

Thats what it felt like to me anyway

#

Hitting a rock with a tire at speed didnt rip it off anymore, just went over it instead

dense epoch
#

Don't know, it does depend on how you hit the rock though, and the vehicle

#

Maybe you became a better driver? /s

lucid crag
#

Going 60 km/h into a rock isn't going to fair well irl and ingame

light lintel
#

damn that looks good

#

small stone walls won't be a problem anymore ๐Ÿ˜„

scarlet root
#

@river aspen

river aspen
#

yes ?

#

hello

scarlet root
#

see above

river aspen
#

ok saw reyhard input, good news.

#

I dont find the "tank climbing 1.5m high wood pile" that crazy

#

but still better than the tank not being able to crush the pile :p

#

and bouncing on it

whole cairn
#

At least tanks can finally climb shit now haha

#

Still hoping for more improvements like this in future Dev releases! Love this kinda shit

candid dew
#

After a very brief testing, tracked vehicles seem to get stuck in some objects more easily now.
For example 20cm high "Cluster of small stones" almost completely stops the tank.

light lintel
#

๐Ÿคฆ ๐Ÿ˜„

scarlet root
#

PhysX SDK ERROR: 2, msg: An actor has more than 64K interactions. New interaction is dropped., file p:\w\c\futura_2\extern\physx3\source\simulationcontroller\src\framework/ScInteraction.h, line 35

#

getting tons of rpt spam of this

#

almost 300k lines in a few minutes

#

also is this new?

No speaker given for //without some name as it used to be

#

Warning: Pixel shader Super not supported for roads.
also new

light lintel
lucid crag
#

iirc getCursorObjectParam wasn't working as indended

light lintel
#

well...

btw: selection can be tested with https://community.bistudio.com/wiki/getCursorObjectParams
lucid crag
#

Welp.

light lintel
#

@ devs would be nice, in view of LoW, to have the sites module extended to civilians and cities

#

wolfenswan has a civilian sites script that adds things like cars and stuff too, at random positions on the streets

#

something like this in vanilla would be nice

lucid crag
#

@light lintel double @@ to mention user group btw

light lintel
#

@lucid crag i know, i didn't want to actually ping them

#

(there's a space between @ and "devs" for a reason)

lucid crag
#

Okay then....lol.

light lintel
#

(it's not that important and they read this channel anyway)

whole cairn
#

Would a dev, or anyone for that matter, be able to briefly explain in detail what the 3 new tank config parameters do?

#

tankTurnForceAngSpd = Sounds like it allows for more smoother turning in tanks while maintaining speed and force?

accelAidForceCoef = No idea what this could do from the title

accelAidForceSpd = " "

tight marten
#

Just guessing by name here, but I think accellAidForceCoef determines how much to boost for accelerating from a standstill, and accelAidForceSpd determines when it should stop boosting.

whole cairn
#

Shift boost or something else? Acceleration Aid Force, what does that even mean haha

tight marten
#

Shift boost is just full throttle AFAIK

dense epoch
#

I believe shift it actually bound to "Vehicle Turbo" but it's probably full throttle

whole cairn
#

Like, what Aids in Acceleration Force/Speed?

#

Engine power etc does, but from the config param name I still cant think of what aids it

#

Unless its like how efficient the engine is in producing acceleration force and speed?

#

No idea haha

lucid crag
#

Are we talking about regular ground vehicles?

#

because at this point, can't see any vehicle turbo bound like I saw beforehand in earlier builds

#

there is just "Vehicle Fast Forward" and "Vehicle slow Forward"

#

and then vehicle forward is bound to "W" , which seems to be going as fast as possible

light lintel
#

This is for tracked vehicles, is it not?

#

I've been told that tracked vehicles have some physx voodoo going on with them, could be related to that? Idk

gritty lion
#

does anyone else have CTD when trying to doubleclick on a waypoint? current devbranch/arma3diag.exe

#

seems like its just with arma3diag.exe

lucid crag
#

``` dedicated team of developers, we also need to steer some of our efforts into the direction of developingย key new technologies, such as theย Enfusion engine. This means that, aside from a couple of new features as part of the Tanks DLC, you should not expect any massive changes to Arma 3's core platform moving forward.````

#

So i guess enfusion is becoming more and more of a reality

light lintel
#

no radio overhaul then, i guess. fo shame

lucid crag
#

Yep

thick oyster
#

arma 4 yay

#

better be PBR

#

and dynamic shadows with lights

lucid crag
#

Ahh shush up about arma 4.

#

One foot in front of the other

thick oyster
#

what? it is reality

lucid crag
#

No need to dive

#

Roadplan needs finishing first

#

A lot needs to change if they are switching over to enfusion

light lintel
#

PBR?

thick oyster
#

tacops are missions and tanks are tanks

#

there wont be much for arma 3

lucid crag
#

And what, you're marking the calender for q4 of 2018?

light lintel
#

don't think anyone is

lucid crag
#

I would just like to see through the end of arma 3 and the content that is going to come with that

light lintel
#

no harm in discussion though, as long as everyone knows large doses of salt need to be applied to everything

thick oyster
#

you sound like you expecting too much from roadmap

#

๐Ÿ˜‰

lucid crag
#

No not really

light lintel
#

also, physically based rendering i guess (PBR)

lucid crag
#

Just that with arma 4, it's going to be a whole new communitu

light lintel
#

why do you think that?

lucid crag
#

Mainly the screeching children who demanded better perf from arma 3

light lintel
#

people will migrate as they did with A3 from A2

lucid crag
#

Lool at how many arma vets dropped out this year

light lintel
#

people grow older, get tired. will come back with something fresh, or maybe they won't - that is the way of things

thick oyster
#

they will switch easily , dont worry about that

#

it happend with A2 and with A3 it will too

#

and if the tech gets better , it will get more people in

#

not like in A3 that is so outdated

light lintel
#

and i mean there's probably still at least a year or two before anything remotely resembling A4 comes out

thick oyster
#

technically yes , but content wise the tanks will be the end

light lintel
#

yeah. which is fine, i think. they did say there will be post tanks support

thick oyster
#

i can wait for arma 4 even in 2020 but it better have that new tech in

#

new tools and everything

light lintel
#

so if i had to guess, 1.78 is tac ops, 1.8 is tanks, 1.82, 1.84 will be post tanks clean up

#

hehe 6 years of Arma 3 by time it'll be time to move on

#

Anyway, curious regarding their content for A4

#

here's hoping for 1980s to 2010 stuff (or anything Not Future, really)

thick oyster
#

well if i could choose , i would prefer some OFP theme

blazing sorrel
#

Hoping Arma 4 isn't modern day. Either past (between 1960s and 1990s) or future (2020s or far future even).

#

Modern day insurgency stuff is just so boring.

#

A game based off the tensions in Eastern Europe set in say 2020 could be interesting though.

light lintel
#

I'd love it if they went out of europe though

#

Asia/Africa/South America

blazing sorrel
#

I just don't want the middle east.

light lintel
#

yeah fair enough

blazing sorrel
#

Africa could be nice.

#

Or Latin America, some sort of alternate history war between the US and uprisings in Mexico and stuff (cough GRAW cough).

light lintel
#

I dunno, would be nice to not have the US as a faction, even if US weapons are in

blazing sorrel
#

Eh, maybe.

light lintel
#

ditto for russia

blazing sorrel
#

(I want Brits)

light lintel
#

i'm just super tired of US vs Russia in games

#

A3 was nice that way

blazing sorrel
#

Mhm.

#

Though a World in Conflict esque Arma would be cool.

#

inb4 WW2 Arma

#

:p

light lintel
#

haha yeah

#

That would be quite nice, going by iron front

#

i just really hope they do radios properly

blazing sorrel
#

Whatever they do...

#

I hope Arma 3 sources are released for us to bring into A4.

#

Or just so I can use them for my own A3 mods. :P

crisp wyvern
#

@Midnight#4592 Lool at how many arma vets dropped out this year I thought part of that was the quality/complexity of vanilla assets being so high as to raise the bar for "better than vanilla" and thus the time/difficulty for modders

#

I'm with the second half of Night515, go all the hell in because real-world contemporary is already "future warfare" relative to some people's visions of 2010s

light lintel
#

Would be nice if the IDAP UGV (or maybe all the unarmed UGVs?) could support ViV to carry crates around

crisp wyvern
#

That runs into an immediate issue though... people take of drag and carry for wounded but no such advocacy has come for objects and Bohemia has seemingly shut the door on any major features post-Tanks

light lintel
#

@crisp wyvern I'm afraid i don't quite see the relation...

crisp wyvern
#

Basically even if you implemented crates-in-vehicles transport across more vehicles than just the IDAP UGV, wouldn't it look weird if a crate can't be carried to an unarmed UGV or manned ground vehicle for loading and one has to back the vehicle up to the static crate?

#

I've noticed it discussed that some vehicles are modeled in such a way that a sufficiently well-placed crate will stay in place if you're not turning too hard despite not any feigning of it being lashed down (attachTo back in the day, ViV Transport now), and even if it moves around a bit or could even fall over/off during a sufficiently sharp turn... but one has to script-fu or Editor-trick one's way to that, and crates-in-vehicles transport in and of itself is just a change in the method unless you also solve the drag & carry issue.

light lintel
#

@crisp wyvern you know right that crates are already compatible with ViV? ๐Ÿ˜ƒ

#

You don't get an add action by default, but you can setVehicleCargo them

#

i.e. you could add your own custom add action or hold action

#

so the UGV just needs ViV support with an appropriate bounding box and weight limit

#

that's it

#

you should already be able to load crates into the IDAP Van

#

(crates are "vehicles", remember)

#

also

wouldn't it look weird if a crate can't be carried to an unarmed UGV or manned ground vehicle for loading and one has to back the vehicle up to the static crate
Well that's how heavy crates are often loaded IRL anyway...

#

but yeah before ViV was a thing we'd just use add action + attachTo

crisp wyvern
#

I was thinking of "Can we at least get a lorry or hand cart or some ability to carry sufficiently light crates to one?" ๐Ÿ˜›

crisp wyvern
#

@light lintel i.e. you could add your own custom add action or hold action Hence "script-fu"

light lintel
#

yeah, but i mean support is there

#

after all even with what is normally thought of as a vehicle, it's script-fu too, just at BI's office instead of our computers

crisp wyvern
#

But in the way that drag-and-carry for bodies is (in theory?) 'support is there'...?

light lintel
#

for loading crates it's literally one command (or one-two lines of code if you use addaction)

#

(worth mentioning that SWS dragging has been semi-broken for a while now)

lucid crag
#

@light lintel ViV? The ugvs are too small for that

light lintel
#

@lucid crag not for actual vehicles, but for crates

#

like the IDAP aid boxes or ammo crates

#

According to the IDAP showcase they are used for trasnporting things, after all

lucid crag
#

@light lintel Easy enough in script.

light lintel
#

That's not the point.

lucid crag
#

Well it is the point

#

Why support it officially if users can do it themselves?

#

Supporting viv would mean a slated period of time for employees

#

When they could need / want to work on something else first

light lintel
#

What?

#

Well even ViV could be done before via script

#

why did they bother?

lucid crag
#

Showcases

#

Blackfish

light lintel
#

What about it?

#

They could have just given us an empty one

#

we could have scripted it

#

no?

lucid crag
#

Certainly when their focus was to make a mission showcase / campaign was to transport vehicles they would provide official support for viv

#

Yes it was already available in mods and scripts

#

Just like the helo dlc

light lintel
#

Anyway, there's a difference between "it would be nice if xyz thing happened" and "OMG why doesn't BIS abandon everything and do this one thing!"

lucid crag
#

That's not what i said

light lintel
#

Why support it officially if users can do it themselves?
When they could need / want to work on something else first

#

I mean if they want to or need to work on something else first

#

then they will

#

no matter what i say

lucid crag
#

Obviously...?

light lintel
#

So....why bring it up?

lucid crag
#

I brought it up, because you indeed say "Hey it'd be cool if they did this"

#

And continuing to explain why they wouldn't because it doesn't benefit their future developments

#

BI is immensly community based, and will take into consideration popular opinion

#

It honestly seems like that is already achievable

#

Via config

gritty lion
#

is anyone else having issues with cargoturret inheritance with current dev branch+arma3diag?

gritty lion
#

nvm, whatever it was, it fixed itself

whole cairn
#

Anyone know what this actually means?

#

Added: Bounding boxes for Picture in Picture screens (potential optimization to not render what isnโ€™t needed)

#

From a technical pov

tame rover
#

@gritty lion was it after doing a diag_mergeconfig or something? Have had some weird turret behavior after merges

gritty lion
#

i had buldozer open, for some reason packing while it was running produced an error in game with the diag exe

#

no clue

#

closing it fixed it

tame rover
#

@whole cairn I assume that it's something to detect whether a PIP screen is within the player's screen space, and stops rendering them if they are not. Like if an object's bounding box goes out of view, the object disappears

gritty lion
#

^

#

i think so too

whole cairn
#

So it only renders what you're actually looking at?

gritty lion
#

it only applies to the PIP screens

#

like if you have a fancy PIP monitor in your cockpit and look away, the PIP screen is disabled until you look back at it again

whole cairn
#

Ahhh ok. Guessing this will be applied automatically?

tame rover
#

It seems like it could

gritty lion
#

uh dont think so? you probably need to adjust the 3d model

#

@golden plaza

tame rover
#

but the PIP screen plane already has bounds from the vertices used to create the screen

#

if the game can look for faces with r2t texture and stop rendering them accordingly when those verts are out of view

whole cairn
#

Would that improve performance?

gritty lion
#

slightly

#

but considering PIP screens are usually mirrors or cockpit panels within view i doubt its gonna have much impact

#

better than nothing

whole cairn
#

Thats true

golden plaza
#

It can be array of 4 memory points or array of arrays

#

Also it requires those 4 mem points to be sorted like top left, top right, bottom left and bottom right

#

Just a small note, the precision is still not exactly good, should be improved. Sometimes it might happen that PiP will render even though it is not visible to player.

#

And yes, you need to modify model - adding points to memory LOD

tame rover
#

mem points ๐Ÿ˜ซ

rustic plaza
#

(didn't found any better place for it)

cunning topaz
#

Thank-you for updating the wiki @rustic plaza .
Do you know why the engine needs to use memory points forming a bounding box, rather than using the actual r2t face itself to auto-generate the corners?
Is it because the r2t object could be a complex shape and so working out when it is in player view might be prone to error?
Also, is the order of the points in the array important so that it knows what direction the r2t faces or for another reason?

rustic plaza
#

R2t can sometimes have complex shape so it wouldn't work well

#

It's still not perfect with bboxes but at least you have some sort of control over it. It's working similarly to hud btw

light lintel
#

but without a model

#

seems to be a part of Apex data

#

can be put into inventory, can't actually be used or seen

lucid crag
#

@light lintel Very spooky. Any ideas why it was thrown out?

light lintel
#

and to be honest looks like an accidental addition

hushed pagoda
#

has anything changed on the skeletons?
I get this error on devbranch:

Error: Skeleton of some head doesn't match the skeleton of the corresponding body```
light lintel
#

Tweaked: Increased the PCML lock distance to 800m interesting

#

curious behind the reasoning though

brazen axle
gritty lion
#
Added: An option to set the minimum engine omega for PhysX simulation: minOmega
Added: accelAidForceYOffset to move aid force lower or higher as needed ``` what do these do?
tame rover
#

well minOmega would be the engine's minimum revolutions I guess

whole cairn
#

Maybe manual gear changing?

#

Or the Auto gearbox now somewhat picks the best gear rather than just picking max

light lintel
#

Probably because 600m is incorrect
Ah yes, realism. Waiting for them to add OTA (Overflying Top Attack) and DA (Direct Attack) firing modes ๐Ÿ˜›

#

(probably worth mentioning that the RPG32 has a max range of 700m too)

brazen axle
#

That would be nice

gritty lion
#

has anybody in here managed to successfully use the diag_resetShapes command with the diagnostics exe?

#

the 3d models themselves are reloaded correctly but the animations dont work

#

its like the model.cfg is not there at all

#

before you ask, yes, the model.cfg structure is correct and if i pack it as pbo everything works fine

turbid portal
#

so you are using it with filepatching?

gritty lion
#

yes

turbid portal
#

and what files are in the packed pbo?

gritty lion
#

it's a tracked apc, so the usual stuff

#

rvmats, paas, p3ds, configs, hpps/hs and whatnot

turbid portal
#

and the model.cfg?!

gritty lion
#

yes of course ๐Ÿ˜„

#

as i said, the folder structure is identical, the folder in the arma 3 install is linked to the one in the p:\ drive so its as identical as it gets

#

i have the master model.cfg in the parent folder and everything

turbid portal
#

just wanted to ask, because I think filepatching only allows replacing files which are available in the pbo, too??

gritty lion
#

i know that filepatching doesnt allow to change stuff in the cfgskeletons class, but that's not something im trying to do

#

its like the model.cfg is not read correctly

#

๐Ÿค”

#

waaait a second

turbid portal
#

not that you accidentally binarize the model and therefore no model.cfg gets packed into the pbo - i.e. it can't be replaced by filepatching

gritty lion
#

should i binarize the pbo im trying to work on?

#

lol just had this sudden revelation as you were typing

gritty lion
#

yeah, stuff has to be not binarized or filepatching shits the bed, thanks

rustic plaza
#

animations are loaded during arma startup and cannot be modified

#

in rpt you can spot something like
14:28:37 Loading movesType CfgGesturesMale
14:28:37 MovesType CfgGesturesMale load time 72 ms
14:28:37 Animation graph: 0 ms
14:28:37 Action maps: 0 ms
14:28:37 States and RTMs: 62 ms
14:28:37 Loading movesType CfgMovesMaleSdr

#

also using non binarized .rtm usually causes "The Thing" type weirdness

gritty lion
#

the problem was that i was using binarized pbos, packing with addonbuilder (i know...) without binarization fixed it

#

i mean vehicle animations, not soldier rtm type anims

rustic plaza
#

ahh

#

do you have some missing skeletons errors maybe?

timber sorrel
#

startup probably binarized the rtms

rustic plaza
#

I think there were some issues on diagnostic.exe so if you could send me a .rpt I could handle it to programmers

timber sorrel
#

making them work correct while addonbuilder binarizing might broke them

#

wait sry i missread the above issue ๐Ÿ˜„

gritty lion
#

no no everything is fine now

#

so basically what i was doing wrong was that the tracked vehicle pbo was binarized and that didnt sit well with filepatching

#

i repacked without binarization enabled and now everything seems to work as its supposed to

lucid crag
#

Added: Digital tachometer to Hatchback

#

๐Ÿค”

gritty lion
#

really gets my noggin joggin

full sonnet
severe nimbus
#

@light lintel regarding RL attack modes: Maybe in teh Tank DLC, that would be nice ...

light lintel
#

I'm not holding my breath ๐Ÿ˜›

lucid crag
#

The announcement of Enfusion sort of deflated my excitement for the upcoming dlcs. Preordered them all, but still.

autumn sage
#

as if Enfusion based A4 will be available any time soon ^^

lucid crag
#

True. But i mean, still. When you have the altis life screechers totally going crazy about it. Whilst i am still sitting here waiting for bi to release more stuff

autumn sage
#

haha that's because they think C++-ish and OOP are magically going to solve their shitty whatever they do ๐Ÿ˜

lucid crag
#

@autumn sage Yeah, thar's not going to happen. There are already so many different clones

crisp wyvern
#

Mind you we don't know what the limits will be like because without modding DayZ has yet to be tested like that

autumn sage
#

wouldn't worry about that to be honest

light lintel
#

^

blazing sorrel
#

[โœ“] Make tanks great again

#

@neat cosmos

light lintel
#

tasty changes on dev branch

#

Tweaked: AI path planning and driving for tracked vehicles was refactored

#

new audio and handling improvements for the Kuma

neat cosmos
#

๐Ÿ’ช

light lintel
#

๐Ÿ™‡๐Ÿฝ

lucid crag
#

:alien:

whole cairn
#

New audio gives me fat ๐Ÿ†

#

Sounds so heavy, like a mah fuckin MBT

#

Cant wait to hear all the different vehicle audio in the future.

lucid crag
#

@whole cairn really jealous right now. Away from pc at the moment. It better give me a ๐Ÿ†

tight marten
#

the improvements are really good

lucid crag
#

:scream:

tight marten
#

actually feels like a tank IMO

#

well, mostly

#

hitting something like a cobblestone wall will still bounce it up a lot

whole cairn
#

@lucid crag put it this way, I was in the middle of like a 20min rant about some bullshit with some mates, and the sound of the engine starting up made me pause and actually smile and laugh in excitement haha

#

Until I went back to ranting

lucid crag
#

Meh @tight marten Physx needs a serious rework

#

@whole cairn OH HOT DAMN. THAT IS WHAT I NEED

tight marten
#

The sounds are indeed a lot better

lucid crag
#

Pow pow motherfuckers

tight marten
#

more like something you'd expect from a soundmod like JSRS

whole cairn
#

Makes you feel powerful haha

lucid crag
#

I am speechless

#

Wow

#

Anyone have a video?

whole cairn
#

Dont know if a video would do justice haha

lucid crag
#

Well damn. I am going crazy at the thought of trying it out

tight marten
#

I'm working on a short video

lucid crag
#

My phone is dying Gordon. Hurry :(

#

Orr

#

As petyr said

#

It might just not do justice

tight marten
#

sorry mate, uploading will take a while

lucid crag
#

:frowning2:

tight marten
#

Sorry, I lied, it's almost up

#

@lucid crag

#

nvm again youtube processing is doing bugger-all

#

bugger it, it's not doing anything and there are already other videos up anyway

#

@lucid crag

whole cairn
#

Yea video doesnt do justice haha

lucid crag
#

Agreed

#

Needs more main cannon

cobalt frost
#

Better and also worse

#

Wonder if those jumps will become a feature xP

blazing sorrel
#

Really hoping the other armored vehicles get new sounds tomorrow because - apart from the MBT-52 - they're unusable.

#

Sounds are so BAD compared to the Kuma.

#

:p

light lintel
#

well...as long as they get them by the time 1.78 is out i'll be happy

#

I wonder if the IFVs will sound different from the tanks

#

i don't know if they would IRL, just assuming that tanks would have a bigger engine

whole cairn
#

Too be fair they're adding heaps of tanks DLC related stuff quite far in advance. We still got Tac Ops to go

thick oyster
#

Tac ops is just missions

#

so there isnt anything else to do with that

whole cairn
#

New gear? New equipment? New weapons etc?

#

If its legit just missions that an interesting dlc

thick oyster
#

as BI said it seems to be just SP missions

light lintel
#

yeah, no mention of non-mission content thus far

#

jets dlc work also went on for a few months before release (December to March, iirc)

lucid crag
#

Still confuses me why people think tac ops is going to be just missions

light lintel
#

because that's what BI said

lucid crag
#

No, that was not their exact words

#

just is an interesting modifier in this situation

#

BI has never released something like tac ops without a platform update or content addition of any kind

tame rover
#

it has new door-opening technology

lucid crag
#

Which will be introduced somewhere later down the line

light lintel
#

or you mean already in dev branch

lucid crag
#

No

#

You mis interpreted my words again

#

There will eventually be something in one of those missions that utilizes this new door technology

light lintel
#

but everything already uses the new door tech?

#

i.e. looking at things shows you their action

#

also, BI's official statement is:

Arma 3 Tac-Ops (est. Q4 2017*)
Plan and execute to successfully accomplish your mission objective in a series of 'tactical operations'. The Arma 3 Tac-Ops DLC will deliver new singleplayer scenarios that focus upon challenging, replayable, and authentic military gameplay - making the best use of Arma 3's sandbox terrain, vehicles, and weapons.```
#

which to me makes it sounds like it'll bring new SP scenarios that make the best use of existing assets

#

and hey, would love to be wrong but i'm not holding my breath to be honest

thick oyster
#

imho if there was some feature , then that would be in dev already

light lintel
#

i suppose there will be some platform changes to the infantry side of things, which would be nice

lucid crag
#

When has BI done that? Never

light lintel
#

never say never ๐Ÿ˜›

lucid crag
#

And what? Ditch the business model?

light lintel
#

hm?

#

how?

#

missions will still be exclusive to owners, since they're SP

#

platform updates, if any, will be free for everyone

thick oyster
#

yes and without that season pass or dlc you cant play those missions

#

not a new concept

light lintel
#

it's already like this with some of the showcases and time trials

thick oyster
#

yup

lucid crag
#

My point being -> it's not always as it seems

#

Jets dlc, carrier, props

#

Marksman dlc, weapons props, platforn update

#

Giant platform update for jets

#

Hell even karts

#

Propz

light lintel
#

sure, but all of those things were specified

lucid crag
#

Functionality

light lintel
#

okay, not all

lucid crag
#

No they werent

light lintel
#

but they had initially said - ASF for all three factions. Was clear they'd have one jet each. Then they specified sensor tech, which was on dev for a long time

#

So yeah, there was some bonus content, but those were all content DLCs to begin with

lucid crag
#

Why would tac ops be any different?

light lintel
#

Similarly Tanks platform changes are in full swing today, so that they'll be fully ready for new content by Q1

#

Tac ops isn't content in the same way as BI has stated

#

it's a mission pack officially

#

there may be bonus content, but unless it's official in any capacity, it doesn't exist

lucid crag
#

We will see soon enough

light lintel
#

And as RobertHammer said >imho if there was some feature , then that would be in dev already

lucid crag
#

Why?

#

They arent obligated to do so

#

This door shit may be just the first half of it all

light lintel
#

Well looking at Jets and Tanks, it's likely that any major platform change would need testing

thick oyster
#

just watch that

light lintel
#

The door stuff was already a part of the addAction command for a few versions

#

they had to implement it into the model configs and stuff for relevant objects

lucid crag
#

Memory point?

#

(Param)

light lintel
#

selection

#

but yeah, i'd rather take them literally and be surprised, than expect something they haven't stated and then be disappointed - that's all i'm saying

lucid crag
#

Don't try and keep telling me that it's just going to be missions because you are afraid of being dissapointed

light lintel
#

๐Ÿ˜‚

#

okay

lucid crag
#

Just saying man

#

I mean holy fuck dude, they have never deviated from the platform updstes

lucid crag
#

Deleting messages i see? ๐Ÿ‘€

carmine juniper
#

Yeah I was wrong

crisp wyvern
#

@whole cairn Too be fair they're adding heaps of tanks DLC related stuff quite far in advance. And don't forget that the fire control system (FCS) came as early as Jets!

whole cairn
#

That was mainly because it was an overhaul of the sensor system

crisp wyvern
#

Despite the tanks no longer having sensors as per Jets because the old IR/visual sensors on the turrets were replaced by the FCS

light lintel
#

OMG YES Added: Saving and restoring expansion state of Edit tree in Eden Editor

#

Finally ๐Ÿ˜„

#

Added: An ability to synchronize a Picture in Picture display with optics in vehicles
ooo

#

Fixed: Dynamic Vehicle Loadouts were available to the crew of turrets configured as cargo positions (showAsCargo)

gritty lion
#

seems like the take control action in helos doesn't work in current dev branch diag exe

crisp wyvern
#

Today: Added: Limited resizing of info panels (GPS, Radar...). (Resize right panel to change both panels! Splendid scaling not guaranteed.) (https://feedback.bistudio.com/T126889) Added: Difficulty options to enable/disable Tactical Ping separately in the map and scene

#

Yesterday: Added: New UI resource types (RscPictureAllowPixelSplit & RscPictureKeepAspectAllowPixelSplit) for exact positioning, even splitting pixels. Use for slow transitions / movements (using RscPicture resulted in choppy movement as game moved the resource only by whole pixels)

light lintel
#

yesterday had a lot of cool things added

crisp wyvern
#

Mmmhmm, wanted to highlight those in particular

lucid crag
#

@crisp wyvern inb4 rsc hightlighting ?

crisp wyvern
#

@lucid crag I figured that that was most relevant to modders amongst the changes

lucid crag
#

@crisp wyvern Yep, I knew what you mean. Inb4 meaning that I guess now that you mention it, there is a possibility that it'll get added. (in before) (before it happens)

gritty lion
crisp wyvern
#

Yesterday's dev branch changelog (20 October 2017, EXE rev. 143345):
Tweaked: Using ammunition with the Datalink does not require line of sight on the target anymore Tweaked: Using ammunition with radar does not require active sensors anymore

light lintel
#

yeah saw. curious what the second one means. Ah, i suppose its for mods like the RHS Mig 29 + R77

lucid crag
#

so, the sensors are just asthetic and informative?

#

the ammunition doesn't require a lock from a sensor target?

light lintel
#

only if the ammo has the sensor itself. so ammo without the sensor would probably still need active sensor input from the aircraft/vehicle - that's how i read it at least.

lucid crag
#

Ah okay, that's g ood.

crisp wyvern
#

@light lintel @lucid crag From the dev branch general discussion thread on the BIF:
ski2060: Does this indicate that third party units equipped with Active Radar Home weapons can now fire those weapons at a target illuminated by someone else?
Imperator[TFD]: In regards to the last point; yes. I tested it this morning.

lucid crag
#

@crisp wyvern Hell yeah.

light lintel
#

aha

crisp wyvern
#

@lucid crag @light lintel I will second Imperator[TFD]; early this morning I had an unarmed Cheetah pick up a hovering Orca by search radar and hand off the target via data link to my player-controlled Mk21 Centurion, which was then able to engage (lock/launch) the Orca while keeping its own radar off -- and thus the Centurion staying hidden from the Orca's RWR/sensor display -- the entire time.

light lintel
#

i can't say i like that tbh, if these were unmodded vehicles

#

it spoils the rock-paper-scissors thing

#

but if this isn't default vanilla behaviour, or of it can be toggled easily then that's great

crisp wyvern
#

This is unmodded vanilla -- notably, as I figured out later on, this removes the need for "data link missiles" that I demo'd in my months-old video about the data link sensor -- and toggling it would be via either disabling the vehicles' data link send/receive capabilities (be it in the Editor Attributes or via scripting) or I imagine disabling the launcher vehicle's data link sensor via scripting

light lintel
#

but then that disables the sensor information

crisp wyvern
#

tbf the data link sensor actually doesn't provide 'sensor display readout' information beyond vehicle type (i.e. "Helicopter")

light lintel
#

which is fine

#

as far as i'm concerned, "this is where the enemies (which we can see) are" is good/fine, "lock radar targets without even exposing yourself" is not a great idea by default

#

especially since centurions have have the map covered anyway

#

oh dear this is going to break missions...

crisp wyvern
#

@light lintel On the other hand IMO it's 'balanced' in that someone (on the Centurion's side) has to have their radar on and Data Link Send checked

light lintel
#

the thing is, i may want to give players target information but not allow targetting

#

and data link send is on by default if i'm not wrong (which is what will break missions relying on air defence regions)

crisp wyvern
#

Data link send is on by default for specific vehicles (including the carrier static defense turrets)

crisp wyvern
#

Come to think of it, what do you mean by "air defence regions"?

crisp wyvern
#

@light lintel I just gave things a go from the air target POV -- specifically, on Tanoa I flew a Neophron from Saint-George Airstrip against a Praetorian atop the Tuvanaka Airbase water tower with a radar-forced-off Centurion on the grass by the taxiway several kilometers from each other on separate islands -- and for what it's worth the active radar homing (ARH) lock warning circle-and-cone-on-the-sensor display are still present, so the launcher isn't completely invisible on the sensor display the way a dismounted IR-guided MANPADS would be... it just doesn't have the white detected-contact box/triangle and the "illuminating you on radar" hollow yellow circle

light lintel
#

Come to think of it, what do you mean by "air defence regions"?
zones with AA coverage

#

as to the other thing... yeah that's a problem in my book

#

since you won't know untill it's firing its 8 missiles at you

#

also, where's the realism argument in this? (because i certainly can't see the gameplay merits)

crisp wyvern
#

since you won't know untill it's firing its 8 missiles at you locking the first missile, key difference IMO ๐Ÿ˜‰

light lintel
#

yeah, the idea is always to avoid that if you can, though ๐Ÿ˜„

#

Also, how would this work with SEAD? Assuming ARMs ever make it

#

It's triggering me the more i think about it ๐Ÿ˜›

crisp wyvern
#

Somehow that sounds like a misuse of triggering...

#

Also, how would this work with SEAD? Assuming ARMs ever make it You can still kill the search radar ๐Ÿ˜„

light lintel
#

yes but not wot's shooting at you

#

(which has its own radar)

#

like i literally couldn't care about the AAA if i know it's out of range, i absolutely care about a hidden SAM with fairly good missiles that's going to shoot me

crisp wyvern
#

Ahem The whole point of this dev branch change is that it takes the launcher's own radar out of the equation except as a backup

light lintel
#

But why?

#

What is the motivation here?

crisp wyvern
#

You kill the search radar, you blind the launcher

light lintel
#

It's not like A3 has standalone radars whos sole purpose is illuminating things

crisp wyvern
#

Or force the launcher to turn on its radar and thereby expose itself anew

light lintel
#

and even standalone radars need to be on the same SAM site usually

#

I find this a really strange thing to be honest :/

#

I fully support another check box that enables this explicitly, or they ensure that datalink send/recieve is disabled for all vehicles by default (and that this works for existing missions)

crisp wyvern
#

Depends on how you define "the same SAM site" -- part of the point of Iron Dome is the ability to disperse the system geographically

#

Oh and data link send/receive is disabled for most vehicles by default

light lintel
#

I rememebr at least one of them being on, it's possible i'm thinking of position broadcasting

crisp wyvern
#

own-position broadcasting maybe

light lintel
#

And is the suggestion that that this change is made in the view of Iron Dome?

crisp wyvern
#

As a quick note, the Neophron's anti-radiation sensor did help somewhat in that it let me "Next target (in vehicle)" the Praetorian from much further out than with the TGP-aligned visual sensor

light lintel
#

well...kinda meaningless without an ARM to counter with...

#

After all, having search radars set up outside of the SAM's coverage is a strange decision to make - i.e. by the time you close in to take out the search radar, you have 8 missiles en route....

crisp wyvern
#

well...kinda meaningless without an ARM to counter with... I said somewhat for a reason ๐Ÿ˜‰

#

Remember what I previously discussed regarding "data link missiles"?

#

For what it's worth, keep ski2060's question (which was answered in the affirmative) in mind: "third party units equipped with Active Radar Home weapons can now fire those weapons at a target illuminated by someone else"

crisp wyvern
#

@light lintel And if you thought this was bad, I just flew the Neophron against the Praetorian paired with a Spartan... the Centurion's lock warning at least means "bug out", with the Spartan you just get the same incoming-missile warning and encircled-"M" that a MANPADS gives

crisp wyvern
#

The most effective result I had against the pair was using a Sentinel UCAV with a self-lased GBU to kill the Praetorian

light lintel
#

Hmm but the Spartan needs an IR lock not a radar lock ๐Ÿค”

scenic gyro
#

does the Spartan need an IR lock, or do the missiles need the lock? i.e. Could it in theory blind-fire based on a bearing/elevation provided by a search radar and hope the missiles are able to acquire an IR lock when they close within range of the target?

light lintel
#

well in theory

#

(yeah missiles need an IR lock)

#

but do you randomly fire a missile hoping that it locks on to something in a general direction?

#

Sounds like a really bad idea ๐Ÿ˜„

#

Also, this is a video game, so the question is what are the mechanics/how is this being simulated or rationalised within the context of the game

#

other than "magic hax lol"

scenic gyro
#

I wasn't actually suggesting you would want to do it, just whether it was theoretically possible ๐Ÿ˜‰

crisp wyvern
#

@scenic gyro @light lintel The Spartan itself is cued by data link (and sensor) from the Praetorian, so the Spartan stays off of RWR the whole time (no onboard active radar at all)

scenic gyro
#

one of the things that was problematic in my testing (with 1.70) was the fact that with that narrow search radar on the Centurion, unless the AI is actively scanning the horizon it's just too easy to sneak up without being seen. Is that addressed by any of the later updates?

#

I found that despite the larger range of the Centurion, it wasn't engaging until the Praetorian detected the threat

crisp wyvern
#

@scenic gyro The Mk49 Spartan's own onboard radar was removed and the Centurion's narrowed to 15ยฐ wide when all three turrets gained their data link sensors

light lintel
#

just whether it was theoretically possible
I really don't know that, tbh.

crisp wyvern
#

but do you randomly fire a missile hoping that it locks on to something in a general direction? looks at lock-after-launch/and the autoseekTarget ammo parameter

tame rover
#

AFAIK autoSeekTarget doesn't work at the ammo's init, without a target being marked first

nocturne crystal
#

How manny Ammo types actually use autoSeek ? i belive GBUs do ?

scenic gyro
#

@crisp wyvern Right, the issue isn't so much with the weapons and radar config itself, as it is with the fact that the AI won't actively scan in the Centurion, so although it has a longer range than the Praetorian's radar, unless it just happens to be pointed in the right direction it's useless until the target enters the detection range of another turret or vehicle with a 360 radar

crisp wyvern
#

@scenic gyro Admittedly the relevant dev branch changelog made it sound like that was the goal, although the Centurion and Spartan also have onboard visual and IR sensors respectively

scenic gyro
#

we need a search radar asset :/ A data-link only item, with no weapons that isn't AI driven, it just does a 360 scan.

#

A model would be nice, but a module that can be attached/placed near static buildings (Radomes) would be good

nocturne crystal
#

@scenic gyro like a radar vehicle / static object ?

scenic gyro
#

yeah. Although you can use the praetorian with no ammo to do the same thing, it's not ideal because it has more limited range than the actual missile systems

#

basically if I want to create scenarios where ground teams must knock out the radar/SAM systems before they can get air cover, then those systems have to be a realistic threat. Currently, if the ground team has eyes on the target (or better still a laser), then air assets can just knock out the AA threat from range without ever being detected. There's no incentive for the ground team to get close in, penetrate defences and either demo charge or AT the AA.

#

I guess mods will fill the gap eventually, but I would have liked to see a native solution from BI

nocturne crystal
#

well considering what you guys wrote over here, something like a patriot system should be possible (1 radar vehc; 1-2 missile vehc)

#

@scenic gyro that would be a nice scenario

crisp wyvern
#

Currently, if the ground team has eyes on the target (or better still a laser), then air assets can just knock out the AA threat from range without ever being detected. There's no incentive for the ground team to get close in, penetrate defences and either demo charge or AT the AA.
Not quite true in vanilla I believe -- the vanilla laser and NV sensors only go out to 6 km.

light lintel
#

and there are no AGMs with that kind of range, or that can use laser locks

#

or well, skalpels can

crisp wyvern
#

There's the Jian ATGM on the KH-3A Fenghuang

light lintel
#

Don't remember seeing it loadable on aircraft though?

nocturne crystal
#

okay.. im not sure if it is a bug but, can you guys open the left and right info panels ? (sensors, gps, etc.)

#

well looks like something went wrong 16:25:15 B Alpha 1-1:1 (Fenrir) (Heavy Gunner): Unknown action ListRightVehicleDisplay, target B Alpha 1-1:1 (Fenrir) lets see what happens after i go back to prof-branch

crisp wyvern
#

@light lintel Correct, for now it's exclusive to that drone

nocturne crystal
#

okay... i can open the panels again... in prof-branch <.< can somebody else check if they have the same bug?

crisp wyvern
#

Biggest changes for players in today's changelog are improved off-road mobility on the Marshall and Marid and Tweaked: Toolkit / Medikit that can be now carried in a vest

scenic gyro
#

Umm, these are new smaller form medkits/toolkits, or your somehow supposed to be able to carry those large ones in a vest pocket now?

lucid crag
#

Strap? @scenic gyro

scenic gyro
#

taking my comment from yesterday further, if smaller medkits were available that acted as limited use items, like first aid kits only you get 5-10 uses from it that would be a nice compromise.

crisp wyvern
#

Seeing dr. hladik's clarification that `Ammo needs "datalink sensor" to be able to lock on datalink target without LOS.

(radar guided missiles still need validย LOS)`

verbal ginkgo
#

suggestion: disable the automatic direction switching on camera. Currently if go backward the camera will automatically switch to the rear view. This one is just infuriating when you fly aircraft, you are unable to look back if are making a turn. It also makes it really hard to make a position correction in helicopters
another suggestion: when in free view mode, when you press and hold alt you are given the mouse control over vehicle

nocturne crystal
#

@verbal ginkgo automatic direction switching on camera ???? do you mean in vehicle oder an unattached camera?

verbal ginkgo
#

@nocturne crystal Currently if go backward the camera will automatically switch to the rear view. This one is just infuriating when you fly aircraft, you are unable to look back if are making a turn. It also makes it really hard to make a position correction in helicopters

nocturne crystal
#

that would be something new o.O

verbal ginkgo
#

its full on loss of free camera control, and its just horrible

#

And its not new

#

IMHO the free camera should be left completely in player's control

#

Its most noticeable in 3rd person, but it also affects first person at times

#

And dont give me BS about 3rd person not being important

nocturne crystal
#

well i can't remember something like that in stable O.o so unless it's only in dev .... do you have any mods enabled?

verbal ginkgo
#

Its an issue that was been a thing for YEARS

#

maybe even carryover from A2

nocturne crystal
#

O.o

#

thb im not sure if we are talking on the same level right now..... if i get into a vehicle and drive backwards my camera stays where it is unless i do something with it o.O

light lintel
#

yeah i'm not sure what Taro means at the moment ๐Ÿค”

#

A video would help...

verbal ginkgo
#

ah, I see its not switching to the rear view, its the camera trying to follow the yaw of the craft

#

In tight turn it causes free camera to completely spaz out and become uncontrollable

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I'll record a vid of that behaviour

nocturne crystal
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head -> desk what you mean ist not a camera switching but the fact that the cam it self stays behind the vehicle, and that there are some errors in tight turns (which are probably related to "turn limits" an maybe even a bit of math)

verbal ginkgo
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What made me make my mistake was the fact often when you are trying to fly backward, you change the yaw a little bit

nocturne crystal
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you have to be rather slow and/or activly counter any turn if you want to fly backwards with an heli o.o

verbal ginkgo
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the fact is camera completely spazes out

light lintel
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isn't that because the character's head can't turn further, and the game switches it to the other extreme?

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in which case, yeah it is annoying

nocturne crystal
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i think so, maybe its even because some of the limits are "collapsing" into each other and you get something like a "gimbal lock", and yeah THAT is annoying

verbal ginkgo
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uploading the video showcasing the issue

verbal ginkgo
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Trying to look at the hangar area one the island's airport using the 3rd person free camera. No mods, pure vanilla Arma 3
https://vid.me/Ainb2

light lintel
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yeah those are head turn limits being weird. would indeed be nice if it locked to one extreme.

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basically when you're in free look mode, even in third person, your character's head is turning too

verbal ginkgo
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As you can see in aircraft it makes the camera virtually uncontrollable

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IMHO the 3rd person camera should have completely free rotation. NOT -180 to 180 mind you, that one also causes a lot problems, that one is noticeable in locked on pilot camera on the Wipeout and Black Wasp

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Completely free rotation

scenic gyro
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That video just demos everything that is wrong with 3rd person view

verbal ginkgo
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hurr durr arma 3 is realistic military shooter lets remove 3rd person as its not realistic hurr durr

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The fact you are supposed to use first person dosen't mean that 3rd person camera should be shitty. If you wanted proper good 3rd person camera then you should have shoulder switching and free rotation as well.

crisp wyvern
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I missed this from Wednesday but final-freaking-ly:
Added: Gendarmerie Van variants
Also, while passenger seating and ViV Transport remain mutually exclusive in vanilla, at least now the same vehicle (classname-wise) can support either: Added: An ability to transport characters in the back of the cargo Van via Virtual Garage's "Add passenger spots" attribute (enabling it disables Vehicle-in-Vehicle Transport)
As minor as it is relative to the armor improvements leading into the Tanks platform update: Tweaked: Behavior of all 3 wheeled APCs in water was improved by adjusting their engine force offsetย 
Finally, on the day before aka last Tuesday:
Tweaked: After observing recent NATO & CSAT technological developments of their wheeled APCs, AAF decided to deploy their own mobility upgrade pack for the AFV-4 Gorgon