#dev_rc_branch
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Also Mohawk is called EH302 in new faction
cue lots of joking about a haunted house
And it didn't happend once, I saw something like that myself
http://prntscr.com/g6xi7d Pic of some new vehs
Some the vans have openable doors too
without scripts?
I just placed them, scrolled, door open
Nice
that van is nice but thats it heh
@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
I'm intrigued by the mini-bus version of the van, does anyone remember the bus from OfP?
complete with bus stops on Nogova
Yes, there was a bust in Arma 2 too
that camo texture doesnt look quite sharp , they used MS paint to do that?
http://prntscr.com/g6xk0r another of the van
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
there was also new drone loaded inside it in some DEV pic
two quads http://prntscr.com/g6xlzp
thats the vehicle in vehicle right?
yep
mama mia
Underside of the van http://prntscr.com/g6xmf5
well the underside is important given the propensity of the AI to roll vehicles
interesting
they could at least bumped the underside
hmm, maybe they'll go back and add sirens to the existing police/gendemerie vehicles
its quite flat but in arma you will see that often haha
I'm really liking this DLC now ๐
what about the ambulance, can you get in the back and be lying on the stretcher?
like in the medical trucks?
@scenic gyro yep sadlyy doors dont open
ok, so there's some attention to detail going on (lying in ambulance)
even if opportunities to use that in any of my missions is going to be limited
@dense epoch Well that's a crying shame, and misleading given the promotional screenshots
you can open them with scripts, only Firing from vehicle slots can open doors though
^
yeah, animation source etc, but who wants to be bothered adding scripts all the time for something so trivial?
People in Life servers probably would or a new framework or whatever it is they use
It wouldn't have taken any effort for BI to make them openable for everyone
the door animations for RHS are one of those great little touches that just help the overall feel of things.
btw use horn in ambulance van ๐
Mittens beat you to that about 10 minutes ago ๐
It feels this DLC is going nice ๐ the Mine launcher is cool
did anyone figure out what the new function on the drones is? there is a new symbol on the indicator lights
What's the name of it?
The indicator light? i don't know there is the engine the autohover the light and another symbol now
New symbol is to load stuff I think
To load stuff I think ye
I'll see, and it's scroll wheel I think too
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 ...
๐
@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
The new vans do not like being on the ground once blown up http://prntscr.com/g6xuoo
Anyone figured out leaflets?
holy crap , there are hover cars now
๐
hmm, need the option to paradrop cargo from air vehicles without Zeus
it was done in one showcase though
dunno how you did this mittens but they are not working for me
@scenic gyro Yyou can airdrop from a blackfish
@severe nimbus I thought it might've been the way but didnt work for me
might not be possible yet?
There's drones with the box already on them but idk how to load em up
http://prntscr.com/g6y28t Open ambulance in a showcase
so def possible
but it can't be dynamically opened/closed in game without scripting
^ sadly
i hope the reskined mohawk gets a vehicle carrying variant
There's only standard version .
wouldn't have room for anything larger than a stomper or quad?
even the LSVs are too large
I don't think so, it's just a retexture
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
and the antenna goes through the roof
thing is, a lot of stuff in arma is a "vehicle"
i.e. you could put crates etc inside too
pfft
or an inflatable boat or something
then say cargo carrying variant ๐
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
@dense epoch see setVehicleCargo https://community.bistudio.com/wiki/Arma_3_Vehicle_in_Vehicle_Transport
or drag and drop in editor
I was hoping for the ability to do it whilst in game/combat as such
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
You can, there isn't any animation though
Try Apex vtols
Vehicle transport variant to be precise
Ew the VTOLs
๐ I was hoping for an easy way with the new DLC trucks, maybe I'll see it someday
I haven't tested it with truck but it may work the same way
or drag and drop in editor
oh didn't know
Are the Stretcher and Bodybag actually usable for something or are they just props? And is there a filled version of the bodybag?
If the stretcher could be a crewable vehicle that would be awesome!
By crew I mean, person on the stretcher :D
@light lintel Wouldn't mind if the stretcher bearer positions were also optionally crewable
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.
"Don't get shot" then becomes an even more important mantra ๐
Yeah I wouldn't mind either, just not sure how it would work though
Like, having two people sync movements
If it could be done then that would be great though
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
with legs ...
random thought, does the Hi-Vis jacket reflect headlights/torches at night?
Most likely not
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"
ACE would take care of the carrying I'm sure.
Yeah.. ACE/TFAR/CBA should all be somewhat part of the game.. I hear that almost too often...
definitely not a 5 minute thing, but it would be VERY COOL
and hey, since Orange is now done, you have an entire studio in Amsterdam with nothing to do ๐ (j/k)
ah well, guess we can stop hoping for crewable and vehicle in vehicle for stretchers ๐ฆ
tac ops should be better now ๐
I mean, maybe there is chance to at least give some support for mods but it's definitely something for post release
yeah, I don't think anyone would expect that to happen between now and release
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 ๐
combined with a military textured version of the new field hospital ...
Oh no, was the improved 3rd person camera for the aircraft removed? It is no longer there in the stable or the dev
Only for helicopters I thought
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
FFS cant you just give us an option to enable it separately for planes and helicopters or leave it as it was before?
The old camera sucked donkey's balls and the new ones was so much more comfortable when flying, be it helicopters or planes
Any way to mod that?
I can leave with this if I can mod in the new camera for for helicopters. Please just tell me it is possible
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.
If not options then at least let us enable 3rd person CCIP and BETTER 3rd person camera for aircraft via mods.
3rd person should be implemented in the game by having a large camera drone following you where-ever you go ...
oh great just great, what about HUD, CCIP, height and stuff readouts from the vehicle you are using
is it that bad to have a freaking OPTION that you can choose to use or not?
and how that drone stuff would work, huh? via laggy PIP that has tiny view distance limit or something else?
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.
@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.
It's a very tidy solution to the problem and I look forward to the devs implementing it ASAP. ๐
@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
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
Also remember that you have THE F*****G OPTION to turn off 3rd person for both single player and by MP server admin.
Does this stretcher they added in have any selection points/memory points so at the very least we can script this in?
So I'm not complaining about that, there is an option and i can further adjust it via mod, I'm happy with that.
Taro, start a petition. Many will follow ๐
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
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.
The new camera is still used for the planes.
we told you that long ago ๐
BTW, new uniforms incoming?
https://cdn.discordapp.com/attachments/104982724762157056/345574454900031488/AAFdesert.png
that's from the video
"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."
Also the retarded behavior of camera switching sides when you try to look backward when executing a turn is still present in both modes
One can retex AAF only so many times
AAF uniform is the most retextured even by BI
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
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
that variant can be easily done with switching color tones in Photoshop
green to brown and whoala you got a desert sorta camo
Chocolate chip almost ๐ช
Yep, that was intentional
You can customize them
Almost like an official notes system. You can even create AAN articles
that site thing was kinda clever but i think A3L will overuse that thing to death
sucks for the lifers, but we'll be ok ๐
or warn them of specific threats, e.g. contaminated water supply
Yep
Yeah, they do serve a real purpose
i am not saying that they unrealistic , just i can imagine they using it for meme or other bs
in the real world they serve a lot of useful purposes, not sure how they might be used in-game though
leaflets were used in wars - propaganda or just surrender kind of thing
Ingame they might be useful for a fully player versus player scenatio
@lucid crag that was me, and I'm sure that someone, somewhere is already working on it ๐
Hahahaha, nice one ๐ @scenic gyro
hmm, that winky makes it seem like I'm talking about myself ... I'm not!
Oh, im sure you would never ๐ฑ
I predicted it will happen, but I'm not so sad that I'm going to be the one doing it
however we'll see how long it is before admins are begging BI to provide a config option to disable the leaflet drops
yeah , those were used in Korea war
you can see that in Mash Tv show too
I hope they made him go back and pick those all up.
remember that episode when they had to defuse a bomb?
Yeah
thats the propaganda bomb
Lol, thats fucking amazing. I dont think i realized that when first watching
Not aware of that AAF texture already existing
the new mini idap capaign is awesome!
The level of detail they put in that is great
The demining drone's charges are pretty powerful.
lethal?
They're realistic in offensive use actually, there are videos of ISIS using drones to drop bombs on the internet.
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
Seriously? have you seen videos of Mining operations or heavy deconstruction? they use High explosives all the time. Why would Civilians not have explosives?
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.
Or you would have to be very, very precise
They are supposed to blow up burried mines by concussive force alone they have to be powerfull
It would be unrealistic if you would waste one explosive on one mine
they need to take out multiple ones
this is literally the logical way of designing a demining drone
anything else would not be time and therefore cost efficient
especially since they seem to be affected by wind making the explosion smaller would make it impossible to hit anything
you already have to fly low as is for the mine detector to work
an those things never land where you want them to
now immagine you having to actually hit them
the mines that is
Sudden burst of clarity: for people like mittens they need to make a version that drops rocks
so that he can try and demine by hiting the mines
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 ๐ค
If they change those bombs so they don't harm infantry/vehicles they won't be effective against mines ๐
"Terroristic" aspect of demining drone is up to its users.
You don't have to use them that way.
@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
@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
Think of it as bonus application.
I'm probably dum, but how to drop fliers?
https://community.bistudio.com/wiki/Arma_3_Leaflets First add magazine and weapon
then you can fire it when you control a drone or make it fire its weapon on waypoint/trigger/whatever way you want
so, what happens when you find all 8 training mines in the idap scenario?
@scenic gyro agreed. i'd like to see the uniform variants added to the game properly
the NATO woodland uniform for example, it exists (there's an item for it) but the texture just shows as a regular multicam uniform
you get an achievement on Steam
yes, i love it.
i would like some of the guerilla loadouts in campaign (with AK, protector, basic helmet, etc) to become standard loadouts in the editor though?
or perhaps we can have a guerilla module which randomizes weapons and gear of a synced group to more closely resemble an insurgency
i would also like syndikat specifically, to ignore the rules of war
I wasn't aware that they did observe?
Just a thought: Suicide AL-6.
@hot flame you obviously didn't play it much then did you? Nor the purpose of it all?
Plus this is just the beginning, they always save something for the stable
Although tbf Jets basically spent six months on dev branch and had plenty of iteration changes and reveals along the way
Let's be fair - that Van will sell itself
Hey kid. Wanna have some free Van's? Just hop in.
Why can't you?
no you cant reskin any official attachment
because they dont support hiddenselections
i was looking into that too xD
have anyone tested new dev branch? I wonder if the new vests are just retextures
were new ones added today?
there were new vests?
there isnt anything new about vests in latest update
They just added variants it looks like ...so nothing really new about them ๐
@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
all stuff you can see on the DLC page - https://arma3.com/dlc/lawsofwar
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
that thing was already in when the dlc came in dev
thx
hm, where are those camo selections for sidearms?
and I don't see the new camo for the M-200 (do they mean Mk200?)
I hope we get a medic backpack ๐
@severe nimbus they only added camo selection which you can use for camo variant
-.- sigh why make it easy
but which camo?
your own custom camo
oh, just a hidden selection then. Yeah, because of the line above that mentioning texture tweaks, I read that as a new texture ๐ฆ
@past moon What's my prize for being the closest to guessing what IDAP stood for back in June when the logo leaked? ๐
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 ```
please add these into RC aswell
or in the final patch
any crashes or major issues with recent RC binaries ? tell us โ
sunOrMoon is broken. Only returns Integer instead of float. So only 1/0 and nothing inbetween like it should.
@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
Even if there is a veeeerry narrow period that would be incorrect. It was working correctly before 1.70
Alright. I think the last i checked was 1.70 or before, so dunno
I just got it to return sunOrMoon every second, and then used time acceleration
probably returned a float over a (in-game) 30 or 45 minute period
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.
Can someone test if sunOrMoon works correctly right now on RC ? correctly means it returns something sensible and not just 1/0
"Added: A warning whistle to the Demining Drone explosive charges (to make it less easily used as offense / surprise weapon)" hah
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.
And with they I mean people
new 1.76.rc is out
whats new?
pretty much everything added to devbranch till Friday
sweet ๐
Added: A new "DriveOpticsIn" parameter for vehicle drivers (similar to turret "OpticsIn", but uses "OpticsModel" instead "gunnerOpticsModel" for the optics model)
interesting
Makes sense if going with interiors or with "futuristic" driver periscopes
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.
Interesting, crewVulnerable is an AI parameter?
I know the MRAPs are vulnerable to high calibre small arms
If you give the enemy a GM-6 Lynx with AP rounds, do they fire at the MRAP without crewVulnerable?
@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.
hmm interesting
I've also seen infantry with just RPGs not engage infantry, of course that's a different issue
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.
I know the RHS MRAPs get attacked, i guess they have it enabled
hey, how to custom the tracts and sign with personnal img ? cc @past moon
This terrain object editing is pretty nice! https://twitter.com/VojtechKovaric/status/904998686459129856
Will we be able to assign/edit garrisons or building positions too (if not now, then at a later date)?
What may cause gps/minimap (right ctrl + m) not to open?
I'm on RC, and there is some mods involved
Mods throw everything out the window. Try it without mods and see if it persists.
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 ๐
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
I'm aware of that, tried, not working
Tried other missons, and it works there, so I guess I'm on my own
Do you have a GPS is in your inventory in this particular mission? They only work if you have one equipped
yes
@neat sparrow LOW comes out on sept 7...tomorrow.
I know, I'm running out of time ๐
Quick! :p
only 40 000 lines of code, I'll be fine
Woah 0_0 , working late tonight? :P
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
tech was there for some time - just nobody was brave enough to implement it on all assets ๐
it's using same principle as "selection" param in addAction https://community.bistudio.com/wiki/addAction
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 ๐
does someone have an image/video of it in action?
@rustic plaza is the tech in current stable arma ? i.e could we add it to some custom player buildings now ?
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 ๐
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
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?
I would @ a developer but I'm sure they look at this thead enough haha
i tested out the selection param for addAction
and well, i'm excited, to say the least ๐
should make door interaction really smooth
especially with multiple doors near each other
Make your Tac Ops smoother perhaps...
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 ๐
btw: selection can be tested with https://community.bistudio.com/wiki/getCursorObjectParams
as for tank tracks - no, there is no physx
but behavior of those wheels changed
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
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.
tank flip should be fixed
that barrel thing sounds weird - there are no barrels in physx for vanilla vehicles
I mean the Tank Barrel... That's probably not the correct word... The Long pipe where the bullet is fired from ๐
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
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
KK Thanks a lot. Only using RHS tanks anyway ^^
barrels shouldn't be in physx
so do barrels not collide, or how does it work?
They haven't since Alpha.
Ah, interesting. I think we always assumed they did.
Although I do remember modded tank/vic barrels getting stuck in forests ๐ค
probably what reyhard was talking about removing
Modded tanks sure.
modded != vanilla
BWA3 Leopard has it.
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
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...
feature. Models that are not on screen are not rendered
I know. It's not perfect sometimes ^^
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? ๐
your image gives me hope
For everyone wanting to see these changes... https://www.youtube.com/watch?v=nliGgEie-Ec
@light lintel
Orgasm right there.
Holy smokes
Such a "little" change.... and so much value
overcoming obstacles? i thought thats what the gun was for ๐
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
Don't know, it does depend on how you hit the rock though, and the vehicle
Maybe you became a better driver? /s
Going 60 km/h into a rock isn't going to fair well irl and ingame
@river aspen
see above
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
At least tanks can finally climb shit now haha
Still hoping for more improvements like this in future Dev releases! Love this kinda shit
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.
๐คฆ ๐
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
Was testing selection with getCursorObjectParam. Mostly quite good, although can do some funky stuff like https://cdn.discordapp.com/attachments/104982724762157056/358765447312703489/20170916205722_1.jpg
Thinks the ground is a shop?
iirc getCursorObjectParam wasn't working as indended
well...
btw: selection can be tested with https://community.bistudio.com/wiki/getCursorObjectParams
Welp.
@ 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
@light lintel double @@ to mention user group btw
@lucid crag i know, i didn't want to actually ping them
(there's a space between @ and "devs" for a reason)
Okay then....lol.
(it's not that important and they read this channel anyway)
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 = " "
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.
Shift boost or something else? Acceleration Aid Force, what does that even mean haha
Shift boost is just full throttle AFAIK
I believe shift it actually bound to "Vehicle Turbo" but it's probably full throttle
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
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
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
does anyone else have CTD when trying to doubleclick on a waypoint? current devbranch/arma3diag.exe
seems like its just with arma3diag.exe
``` 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
no radio overhaul then, i guess. fo shame
Yep
what? it is reality
No need to dive
Roadplan needs finishing first
A lot needs to change if they are switching over to enfusion
PBR?
And what, you're marking the calender for q4 of 2018?
don't think anyone is
I would just like to see through the end of arma 3 and the content that is going to come with that
no harm in discussion though, as long as everyone knows large doses of salt need to be applied to everything
No not really
also, physically based rendering i guess (PBR)
Just that with arma 4, it's going to be a whole new communitu
why do you think that?
Mainly the screeching children who demanded better perf from arma 3
people will migrate as they did with A3 from A2
Lool at how many arma vets dropped out this year
people grow older, get tired. will come back with something fresh, or maybe they won't - that is the way of things
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
and i mean there's probably still at least a year or two before anything remotely resembling A4 comes out
technically yes , but content wise the tanks will be the end
yeah. which is fine, i think. they did say there will be post tanks support
i can wait for arma 4 even in 2020 but it better have that new tech in
new tools and everything
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)
well if i could choose , i would prefer some OFP theme
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.
I just don't want the middle east.
yeah fair enough
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).
I dunno, would be nice to not have the US as a faction, even if US weapons are in
Eh, maybe.
ditto for russia
(I want Brits)
haha yeah
That would be quite nice, going by iron front
i just really hope they do radios properly
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
@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
Would be nice if the IDAP UGV (or maybe all the unarmed UGVs?) could support ViV to carry crates around
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
@crisp wyvern I'm afraid i don't quite see the relation...
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.
@crisp wyvern you know right that crates are already compatible with ViV? ๐
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
I was thinking of "Can we at least get a lorry or hand cart or some ability to carry sufficiently light crates to one?" ๐
@light lintel i.e. you could add your own custom add action or hold action Hence "script-fu"
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
But in the way that drag-and-carry for bodies is (in theory?) 'support is there'...?
not really, because that requires complicated scripting (see: https://github.com/ferstaberinde/F3/blob/master/f/simplewoundingsystem/fn_OnDrag.sqf )
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)
@light lintel ViV? The ugvs are too small for that
@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
@light lintel Easy enough in script.
That's not the point.
BTW @neat cosmos I wrote another of my essays concerning the infantry AT balance vs vehicles in A3. Thought it was relevant for Tanks DLC. Would be great if you could read it sometime, will probably take 5-10 mins ๐ https://forums.bistudio.com/forums/topic/210648-request-for-expansion-of-infantry-at-assets-in-view-of-tanks-dlc/
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
What about it?
They could have just given us an empty one
we could have scripted it
no?
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
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!"
That's not what i said
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
Obviously...?
So....why bring it up?
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
is anyone else having issues with cargoturret inheritance with current dev branch+arma3diag?
nvm, whatever it was, it fixed itself
Anyone know what this actually means?
Added: Bounding boxes for Picture in Picture screens (potential optimization to not render what isnโt needed)
From a technical pov
@gritty lion was it after doing a diag_mergeconfig or something? Have had some weird turret behavior after merges
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
@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
So it only renders what you're actually looking at?
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
Ahhh ok. Guessing this will be applied automatically?
It seems like it could
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
Would that improve performance?
slightly
but considering PIP screens are usually mirrors or cockpit panels within view i doubt its gonna have much impact
better than nothing
Thats true
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
mem points ๐ซ
https://community.bistudio.com/wiki/Arma_3_Cars_Config_Guidelines wiki article was updated here with info
(didn't found any better place for it)
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?
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
so apparently there's a "PGO-7" entry lying around in the vehicle inventory menus https://cdn.discordapp.com/attachments/104982724762157056/362931733240217600/unknown.png
but without a model
seems to be a part of Apex data
can be put into inventory, can't actually be used or seen
@light lintel Very spooky. Any ideas why it was thrown out?
could be related to https://feedback.bistudio.com/T121840
and to be honest looks like an accidental addition
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```
Tweaked: Increased the PCML lock distance to 800m interesting
curious behind the reasoning though
Probably because 600m is incorrect http://saab.com/land/weapon-systems/support-weapons/NLAW/
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?
well minOmega would be the engine's minimum revolutions I guess
Maybe manual gear changing?
Or the Auto gearbox now somewhat picks the best gear rather than just picking max
Probably because 600m is incorrect
Ah yes, realism. Waiting for them to addOTA (Overflying Top Attack) and DA (Direct Attack) firing modes๐
(probably worth mentioning that the RPG32 has a max range of 700m too)
That would be nice
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
so you are using it with filepatching?
yes
and what files are in the packed pbo?
it's a tracked apc, so the usual stuff
rvmats, paas, p3ds, configs, hpps/hs and whatnot
and the model.cfg?!
yes of course ๐
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
just wanted to ask, because I think filepatching only allows replacing files which are available in the pbo, too??
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
๐ค
waaait a second
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
should i binarize the pbo im trying to work on?
lol just had this sudden revelation as you were typing
yeah, stuff has to be not binarized or filepatching shits the bed, thanks
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
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
startup probably binarized the rtms
I think there were some issues on diagnostic.exe so if you could send me a .rpt I could handle it to programmers
making them work correct while addonbuilder binarizing might broke them
wait sry i missread the above issue ๐
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
really gets my noggin joggin
_unit setUnitTrait ["loadCoef", _virtualLoadCo>
20:20:31 Error position: <setUnitTrait ["loadCoef", _virtualLoadCo>
20:20:31 Error Foreign error: Unknown enum value: "loadCoef"
20:20:31 File z\ace\addons\movement\functions\fnc_handleVirtualMass.sqf, line 36
https://community.bistudio.com/wiki/setUnitTrait
False positive
https://feedback.bistudio.com/T126875
@light lintel regarding RL attack modes: Maybe in teh Tank DLC, that would be nice ...
I'm not holding my breath ๐
The announcement of Enfusion sort of deflated my excitement for the upcoming dlcs. Preordered them all, but still.
as if Enfusion based A4 will be available any time soon ^^
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
haha that's because they think C++-ish and OOP are magically going to solve their shitty whatever they do ๐
@autumn sage Yeah, thar's not going to happen. There are already so many different clones
Mind you we don't know what the limits will be like because without modding DayZ has yet to be tested like that
wouldn't worry about that to be honest
^
tasty changes on dev branch
Tweaked: AI path planning and driving for tracked vehicles was refactored
new audio and handling improvements for the Kuma
๐ช
๐๐ฝ
:alien:
New audio gives me fat ๐
Sounds so heavy, like a mah fuckin MBT
Cant wait to hear all the different vehicle audio in the future.
@whole cairn really jealous right now. Away from pc at the moment. It better give me a ๐
the improvements are really good
:scream:
actually feels like a tank IMO
well, mostly
hitting something like a cobblestone wall will still bounce it up a lot
@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
Meh @tight marten Physx needs a serious rework
@whole cairn OH HOT DAMN. THAT IS WHAT I NEED
The sounds are indeed a lot better
Pow pow motherfuckers
more like something you'd expect from a soundmod like JSRS
Makes you feel powerful haha
Dont know if a video would do justice haha
Well damn. I am going crazy at the thought of trying it out
I'm working on a short video
My phone is dying Gordon. Hurry :(
Orr
As petyr said
It might just not do justice
sorry mate, uploading will take a while
:frowning2:
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
Yea video doesnt do justice haha
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
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
Too be fair they're adding heaps of tanks DLC related stuff quite far in advance. We still got Tac Ops to go
New gear? New equipment? New weapons etc?
If its legit just missions that an interesting dlc
as BI said it seems to be just SP missions
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)
Still confuses me why people think tac ops is going to be just missions
because that's what BI said
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
it has new door-opening technology
Which will be introduced somewhere later down the line
or you mean already in dev branch
No
You mis interpreted my words again
There will eventually be something in one of those missions that utilizes this new door technology
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
imho if there was some feature , then that would be in dev already
i suppose there will be some platform changes to the infantry side of things, which would be nice
When has BI done that? Never
never say never ๐
And what? Ditch the business model?
hm?
how?
missions will still be exclusive to owners, since they're SP
platform updates, if any, will be free for everyone
yes and without that season pass or dlc you cant play those missions
not a new concept
it's already like this with some of the showcases and time trials
yup
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
sure, but all of those things were specified
Functionality
okay, not all
No they werent
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
Why would tac ops be any different?
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
We will see soon enough
And as RobertHammer said >imho if there was some feature , then that would be in dev already
Why?
They arent obligated to do so
This door shit may be just the first half of it all
Well looking at Jets and Tanks, it's likely that any major platform change would need testing
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
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
Don't try and keep telling me that it's just going to be missions because you are afraid of being dissapointed
Just saying man
I mean holy fuck dude, they have never deviated from the platform updstes
Deleting messages i see? ๐
Yeah I was wrong
@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!
That was mainly because it was an overhaul of the sensor system
Despite the tanks no longer having sensors as per Jets because the old IR/visual sensors on the turrets were replaced by the FCS
OMG YES Added: Saving and restoring expansion state of Edit tree in Eden Editor
Finally ๐
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)
seems like the take control action in helos doesn't work in current dev branch diag exe
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)
yesterday had a lot of cool things added
Mmmhmm, wanted to highlight those in particular
@crisp wyvern inb4 rsc hightlighting ?
@lucid crag I figured that that was most relevant to modders amongst the changes
@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)
does anybody here know how to fix this? https://forums.bistudio.com/forums/topic/202173-dynamic-vehicle-loadouts-feedback/?page=18 showAsCargo = 1 doesnt seem to do anything contrary to what devbranch changelog suggests :\
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
yeah saw. curious what the second one means. Ah, i suppose its for mods like the RHS Mig 29 + R77
so, the sensors are just asthetic and informative?
the ammunition doesn't require a lock from a sensor target?
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.
Ah okay, that's g ood.
@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.
@crisp wyvern Hell yeah.
aha
@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.
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
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
but then that disables the sensor information
tbf the data link sensor actually doesn't provide 'sensor display readout' information beyond vehicle type (i.e. "Helicopter")
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...
@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
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)
Data link send is on by default for specific vehicles (including the carrier static defense turrets)
Come to think of it, what do you mean by "air defence regions"?
@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
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)
since you won't know untill it's firing its 8 missiles at you locking the first missile, key difference IMO ๐
yeah, the idea is always to avoid that if you can, though ๐
Also, how would this work with SEAD? Assuming ARMs ever make it
It's triggering me the more i think about it ๐
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 ๐
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
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
You kill the search radar, you blind the launcher
It's not like A3 has standalone radars whos sole purpose is illuminating things
Or force the launcher to turn on its radar and thereby expose itself anew
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)
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
I rememebr at least one of them being on, it's possible i'm thinking of position broadcasting
own-position broadcasting maybe
And is the suggestion that that this change is made in the view of Iron Dome?
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
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....
well...kinda meaningless without an ARM to counter with... I said somewhat for a reason ๐
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"
@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
The most effective result I had against the pair was using a Sentinel UCAV with a self-lased GBU to kill the Praetorian
Hmm but the Spartan needs an IR lock not a radar lock ๐ค
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?
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 ๐
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"
I wasn't actually suggesting you would want to do it, just whether it was theoretically possible ๐
@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)
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
@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
just whether it was theoretically possible
I really don't know that, tbh.
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
AFAIK autoSeekTarget doesn't work at the ammo's init, without a target being marked first
How manny Ammo types actually use autoSeek ? i belive GBUs do ?
@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
@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
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
@scenic gyro like a radar vehicle / static object ?
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
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
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.
and there are no AGMs with that kind of range, or that can use laser locks
or well, skalpels can
There's the Jian ATGM on the KH-3A Fenghuang
Don't remember seeing it loadable on aircraft though?
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
@light lintel Correct, for now it's exclusive to that drone
okay... i can open the panels again... in prof-branch <.< can somebody else check if they have the same bug?
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
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?
Strap? @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.
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)`
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
@verbal ginkgo automatic direction switching on camera ???? do you mean in vehicle oder an unattached camera?
@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
that would be something new o.O
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
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?
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
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
I'll record a vid of that behaviour
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)
What made me make my mistake was the fact often when you are trying to fly backward, you change the yaw a little bit
you have to be rather slow and/or activly counter any turn if you want to fly backwards with an heli o.o
the fact is camera completely spazes out
isn't that because the character's head can't turn further, and the game switches it to the other extreme?
in which case, yeah it is annoying
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
uploading the video showcasing the issue
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
yeah those are head turn limits being weird. would indeed be nice if it locked to one extreme.
basically when you're in free look mode, even in third person, your character's head is turning too
As you can see in aircraft it makes the camera virtually uncontrollable
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
Completely free rotation
That video just demos everything that is wrong with 3rd person view
hurr durr arma 3 is realistic military shooter lets remove 3rd person as its not realistic hurr durr
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.
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