#dev_rc_branch

1 messages · Page 17 of 1

crisp wyvern
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@light lintel @scenic gyro In addition to dr. hladik's clarification on datalink and radar sensors last Wednesday, here is oukej's wording on the prior datalink/radar talk from two Fridays ago:

ski2060: Indicate that remote targeting of enemy forces via Datalink is now possible and no direct LOS is required to prosecute the attack? So a datalinked radar vehicle can pass information to a launch site over a hill, and said launch site can now fire even though the LOS is blocked and may be obstructed completely?
oukej: Mainly the missile is now able to lock onto the target provided by the said radar. Previously was only possible in some form with autoSeekTarget. Locking also allows the AI to utilize the feature.
ski2060: Also, regarding the second bullet point.  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?
oukej: This is simplified to a degree that the missile uses it's own seeker from the start. But this way it can lock on a target provided by datalink without requiring the launching platform to have its own radar.

light lintel
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yes, i do understand how it works, still concerned about it retroactively being tied to datalink enabled/disabled instead of getting its own attribute. Let's see how it pans out.

scenic gyro
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Nice to see those Van improvements, especially the Gendarmerie variant - does anyone have a screenshot?

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@crisp wyvern Thanks for reposting that. Unfortunately doesn't entirely make things clear for me. The 'missile' is able to lock on, does that mean it's able to launch without LOS, avoid hitting the mountain blocking the LOS and hit the target? Or is it going to fly as if it had LOS and go straight into the obstacle?

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Does anyone have the stats on the various missile ranges (flight time before running out of fuel), radar and visual detection ranges of the AA units? I thought it would have been added to the biki by now but seemingly not

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I'm want to figure out whether these changes to data link and locking allow the range of the SAM units to be extended, by placing a search radar further out

crisp wyvern
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@scenic gyro http://steamcommunity.com/profiles/76561198011398280/screenshot/850478882549817723 http://steamcommunity.com/profiles/76561198011398280/screenshot/850478882549847905 http://steamcommunity.com/profiles/76561198011398280/screenshot/850478882549862004

Also, the SAM launchers' onboard datalink sensors long ago increased the range of their operators' ability to "Next target (in vehicle)", but that sensor hasn't been added to any missiles so the SAM launchers' de facto engagement ranges remain the same as before

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@light lintel Since this concerns the datalink sensor, if you want a Centurion operator to still see datalink targets but be unable to select them (read: datalink merely cues the operator where to traverse the launcher towards, they have to toggle the active radar to actually acquire the target) then you could always resort to:<whatever vehicle> enableVehicleSensor ["DataLinkSensorComponent", false];

light lintel
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Yeah I guess...

crisp wyvern
crisp wyvern
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Today's changelog has no EXE changes and only four data changes:
Tweaked: Transparency of the emergency lights on the Van was tweaked to achieve an improved glowing effect  Fixed: Barrels of the Type 115 weapon would refuse to heat up when used  Tweaked: The thermals of the CAR-95 and its UGL should now fit the model better  Added: A new 'Anti-Air' map marker

light lintel
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@crisp wyvern that's been my point all along, keep datalink as it is 1.76, move the new feature into a new flag to avoid issues and explicit control.

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Added: A new 'Anti-Air' map marker
Finally!

crisp wyvern
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@light lintel Ehhhhh, the change we're talking about (datalink sensor) has been here for months, namely the ability for the operator to (acquire? select?) the target

scenic gyro
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now if only emergency lights actually illuminated things

crisp wyvern
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I believe that the change to radar on missiles was made in part for AI purposes, namely being finicky with AI radar toggling?

light lintel
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what do you mean?

crisp wyvern
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@light lintel Before the recent change to active radar homing (ARH) missiles, a Data Link Receive-enabled Centurion launcher could be handed off a vehicle/defense system's radar contact and if it were player operated the player could traverse the turret towards the contact in the azimuth, maybe elevate the turret (the datalink sensor would help thanks to the game UI brackets from 'current target' acting as a visual aid) enough that the missile guidance could acquire a lock and then toggle on the launcher's onboard radar, thereby minimizing the launcher's exposure on a RWR just like now... I'm not so certain that the AI was capable of that last part and it's a possibility that that's why the change was made to ARH missiles.

light lintel
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@crisp wyvern I think the AI was capable, I've received lock ons from SAMs not actively using their radar. I thought it was a bug.

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They would switch it on just before firing

crisp wyvern
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@light lintel Were they definitely Centurions before this update?

light lintel
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Yeah...

tame rover
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in case folks can't access the forums for today's dev branch changelog: DATA  Tweaked: Thermal signature of the Zamak trucks should now be more appealing  Fixed: The exhaust of the Tempest trucks would not heat up in thermal view  ENGINE  Tweaked: The ctrlSetAngle now allows a 4th parameter bool (when set false, using ctrlCommit will animate control's rotation the same way ctrlSetPosition + ctrlCommit animate its position) 

scenic gyro
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Do birds still not have an ir signature?

lucid crag
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Heh

light lintel
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i'm assuming this is all inspired by tac ops

lucid crag
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Never isn't.

verbal ginkgo
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One thing i would like to see (but we most likely never get) is "cursor chasing" control scheme for tank (and other vehicles) gunners. Kinda like in steel beasts. It would make using the turrets more bearable

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It would also be a pretty fun control scheme for planes and maybe even helicopters

lucid crag
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@verbal ginkgo Precision is going to get wonky if it isn't configurable

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Like follow distance would be nice as a n option

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It should also be optional

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People might percieve it as input lag

verbal ginkgo
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It would be good if it was something like "power traverse": you press look around button and the gun follows the cursor. once you get it more or less where you want, you let go of the look button and you are back to normal mouse aiming

lucid crag
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Hmmm

verbal ginkgo
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The further the cursor is from the center, the faster the turret traverse, so you could do small adjustments or have a constant rotation (for spotting)

lucid crag
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Very possible

verbal ginkgo
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in the gunner optics mode the free look button is unused anyway, it could be instead co-opted into the cursor chasing mode

lucid crag
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Sounds like a good idea

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You should make a ticket

verbal ginkgo
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I'm sure it will just get brushed off as too much work

lucid crag
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Try it anyways

verbal ginkgo
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Wait, aren't there keybinds for turret movement? I wonder if I could put the normal movement keys for that

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Still, the cursor chase mode, would give you much more control over the speed you want to traverse

lucid crag
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Welp

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If its possible via script or config then they wont do it

verbal ginkgo
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Well, they do have the mouse driving thing that kinda functions like what I described

lucid crag
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That has been around forever

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Used to be your weapon was aimed in that way in ofp and armed assault

verbal ginkgo
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no it wasn't (I think), I don't remember it being a thing for vehicle weapons

rustic plaza
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"[7:21 PM] Midnight: Never isn't.
[9:13 PM] Taro: One thing i would like to see (but we most likely never get) is "cursor chasing" control scheme for tank (and other vehicles) gunners. Kinda like in steel beasts. It would make using the turrets more bearable" unfortunately that is something we are definitely not going to see

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pity, because it was working in OFP

whole cairn
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I've always thought about that as well^

whole cairn
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Maybe Arma 4 😉

tight marten
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Maybe tanks DLC? Sounds like it'd fit in perfectly

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Wait I missed the part that said we wont see it

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Why wont we see it?

light lintel
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probably out of scope, i guess

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and given how he said it "was working in OFP", it sounds like they couldn't get it working in A3

thick oyster
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makes me wonder if we get a tank gunner "lock" on target feature kinda like uavs have

wraith wave
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also in red orchestra the cursor chase

verbal ginkgo
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Wow, I never remember using a cursor chase in OFP, but it has been many, many years since I played, but I did play a lot. Maybe I'll instal Cold War Assault I got on steam and check

verbal ginkgo
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Sure enough, there was cursor chasing in OFP, I would have never said so if I didnt check it out again 😄

lucid crag
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👍

verbal ginkgo
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However its a bit different from what I was thinking: in OFP the gun moves to the point the cursor is set at and settles on that. What I was thinking about is something slightly different: if you move the cursor out of the center (with some deadzone), the turret will constantly move move in a direction the cursor is moved to, the further the cursor from the center the faster the rotation.
TBQH I'm not exactly sure how it would feel as a control option. Still the cursor aiming in OFP was pretty fun.

lucid crag
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Yep, still a good idea

whole cairn
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Its in DayZ already inst it? the whole, point your gun over there, then the chacracter actually moves it. It isnt instant like CoD

verbal ginkgo
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@Petyr Baelish#1770 Interesting, maybe there is some ye-oldie code bits that would allow for this. Unless you are talking about the dead zone

tight marten
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Wouldn't it be possible to make it using joystick inputs and such?

verbal ginkgo
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@Gordon Weedman#3786 Still, how would you control it via mouse and keyboard? How would you switch from the mouse chase to normal controls?

tight marten
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Button toggle/hold a la freelook

lucid crag
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Sort of like alt...

tight marten
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Yeah pretty much

verbal ginkgo
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Oh I know a great feature that would be great for tanks DLC: ability to use "move to next weapon" together with speed control (fast, normal, slow). I hate telling AI to just drive to next waypoint, only for them to hammer the accelerator and end up overturning the tank at next sharp turn.

whole cairn
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This is why you drive as the gunner haha

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Much simpler than telling someone else where to go

verbal ginkgo
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Yeah, but I often don't feel like driving to the other side of the map myself

whole cairn
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Welcome to the war son, gotta do stuff you dont like doing 😛

tame rover
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big update today?

late harbor
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Tweaked: BattlEye moved to a separate game port (2306 by default)
What does this mean for servers/RCON? Because I use that port for RCON.

thick oyster
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Added: New "damageTracks" and "damageWheels" animation sources

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possible "disabled" tanks feature?

full sonnet
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Also is the new Battleye port still TCP? Why doesn't it just reuse one of the existing UDP ports that Arma uses?

scenic gyro
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best guess, because they want the reliability of TCP

light lintel
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possible "disabled" tanks feature?
hm? that's already there, is it not? just that it'll now have an animation

thick oyster
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@light lintel thats what i meant a proper disabled state

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which makes me wonder if they plan to do a proper animation for it , then you will need 3D tracks aswell

scenic gyro
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It will be a nice visual cue, so no more guessing as to whether that tank is disabled and therefore no longer a threat, or whether it's still active

light lintel
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well as long as the turret can fire, it's a threat... 😛

thick oyster
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but then its a easy target

scenic gyro
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only if it has LOS to the position your heading towards, otherwise as long as it can't sneak up on you when your back is turned it's not worth wasting the AT or risking getting into a good firing position to destroy it completely

light lintel
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i don't trust it if it isn't exploding

scenic gyro
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😃

light lintel
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😛

thick oyster
light lintel
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a neutron quadbike

timber sorrel
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@full sonnet Last i looked BE is UDP, would actually be nice it was TCP. BE protocol for PING to keep connection alive has afew crappy implenetation issues

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Pretty sure its a seperate port so people can firewall off the port etc if wanted etc

past moon
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Tweaked: BattlEye moved to a separate game port (2306 by default) means game port +4

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the reason is get rid of some those time-outs, mass kicks and other stalls

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so if someone of you running those 100+ player servers and getting those, it's time to test at some point vs DEV branch or at least RC when it comes

full sonnet
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It was bundled on 2302 before right?

past moon
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yep and poor socket was asked of too much 😉

full sonnet
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Meaning Battleye doesn't pollute Arma's network stack? I guess if it is on same port then the Arma server has to categorize if a message is BE or not?

timber sorrel
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Ahh you had issues sharing same udp port between be & arma etc...
Swear that was recommended to change it at some point to a non-arma port shrugs

full sonnet
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Meaning also potential improvement for Arma's networking and not just fixing that bug

past moon
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i would still kill for optional separate VON port but ... {looks at list of free programmers}

timber sorrel
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yep it was

past moon
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BE RCON port -1 (2301 default) is different traffic to this +4 (2306 default)

timber sorrel
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ahh you should clarify that, most people will assume its BE Rcon port

past moon
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i think it's clear enough, people will always assume things 😉

timber sorrel
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Nah some people will assume its BE rcon port, since there is a config option for it.
Also you mention default port which gives you impression its configurable and not based off the game port.
But whatever, gotta check firewalls

full sonnet
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I like the free VON port you allocated but never used :3 I'm planning to use that.

past moon
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it was used until gamespy was used, but with STEAMworks for reverse NAT reasons it was merged into game socket too

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imho that socket merger wasn't needed as the reverse NAT solution doesn't exist ...

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this also robbed us about option to use firewall rules to control VON access just like RCON

full sonnet
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You did something for reverse NAT while reverse NAT doesn't exist? 😄

past moon
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no comment 😉 but you know what i think ... {facepalm }

full sonnet
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Well I like the free port that I am almost guaranteed to be free. One day I'll finish Intercept Networking.

past moon
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well the reserved port for VON is reserved for that reason ... if when then miracle 😉

full sonnet
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Do you know when the magazine group fix will appear on dev branch? 🍪

charred spire
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pen

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15

scarlet root
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has anyone steamcmd with dev branch working in AUS or NZ?

whole cairn
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@scarlet root What is the problem exactly?

scarlet root
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either its that i cant establish a connection, or it has problems with two factor auth (seems from the logs but disabling didnt help either)

dense epoch
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Any chance you're able to use a VPN to try it? Might be a workaround ¯_(ツ)_/¯

verbal ginkgo
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It would be nice to controls the speed during the movement, without re-issuing the order. Like, you have straight road you tell AI to step on it, if you get near a turn you tell them to slow down, all while they continue to the waypoint you set up. This would be awesome addition for tanks DLC

scenic gyro
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I was thinking something similar at the weekend. I was also thinking it would be nice to have the Jets DLC throttle changes apply to ground vehicles when driving yourself.

tame rover
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Anyone else experiencing some mod icons missing from Arsenal on dev branch?

crisp wyvern
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Anyone give a go at the Basic Civilian Behavior module yet?

light lintel
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no, but it's not MP compatible so i don't think i'll have much use for it...

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which is sad, i wish it could be run server-side

lucid crag
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I'm really excited for these animated briefings

crisp wyvern
tame rover
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nametags for uniforms when? 😮

weary sun
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Anyone else having trouble with the Beyond Hope campaign?

lucid crag
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@weary sun How so? Difficulty? Loading? Explain

tame rover
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yeah, but I put it down to me being shite at Arma

weary sun
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Well, it randomly failed on me after the briefing

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That, and the mission being in a very grass/foilage heavy area, menaing that I either have to:
Disable grass, breaking immersion, have everything be very ugly, or
Play with grass and foilage, only to have the AI shoot me through grass I cannot see through

lucid crag
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This is a good ol topic that people mis construde time and time again

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Ai shooting you through mysterious bushes

weary sun
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Not bushes, grass

lucid crag
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Grass, bushes, anything.

weary sun
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You're saying they don't?

lucid crag
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If they see your foot stick out when you have the difficulty all fucked yeah they will see you

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Otherwise, no they do not see you

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And i get it, you're going to try and tell me they do

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To each their own

weary sun
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I just had one shoot at me from behind the leaves of a pine tree...

lucid crag
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I recommend you go and test that one for yourself

weary sun
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Have you never had a situation where AI is ontop of a hill with grass, and you come up sowly, with grass of you can see them much earlier nehind the terrain than with grass

lucid crag
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You didn't get shot randomly through grass. Go and debug it and see for yourselt

weary sun
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Debug it how?

lucid crag
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Because you're just like a good portion of the community that believes ai can shoot and see you through anything

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Through script, maybe the dev has the diagnostic build

weary sun
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The AI does shoot through grass, maybe not leaves/bushes, but they certainly shot through grass

lucid crag
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Grass isn't going to affect their vision

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Its not high enough to begin with

weary sun
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IE. when they are prone in a field with grass, a "human" player wouldn't be able to shoot something on their "level" because of the grass, the AI will

lucid crag
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Sure human players can do the same thing

weary sun
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How?

lucid crag
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Use your eyes? Shoot your gun? Don't know what else to tell you

weary sun
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So say, in a situation like this, you would, while prone in first person, be able to shoot this guy, by using your eyes?

lucid crag
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I'll let you think that one over

weary sun
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Because the AI will shoot while prone in grass, no problem

lucid crag
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You can do the same thing

weary sun
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How?

lucid crag
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Align yourself in the direction of your target, eat the dirt. Shoot.

weary sun
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Sooting completly blind?

lucid crag
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Sure.

weary sun
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Meanwhile the AI ignores the grass, as if it was playing with terrain on low

lucid crag
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Or tone your difficulty settings down.

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And you know

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Deal with it?

weary sun
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Have you never had issue with AI shooting through grass?

lucid crag
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Not if i dont have the difficulty tweaked up all the way

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Which you should find a balance instead of fiddling with sliders

weary sun
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Attacking AI up on a hill, walking up it, if there are say 5 AI difficulty setting wont matter much

lucid crag
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Sure it does

weary sun
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The AI see through the grass, seeing me way before I can see them

lucid crag
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How awful of that ai

weary sun
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This doesn't fuck with the gameplay for you or what?

lucid crag
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Nope. Don't experience it on a daily basis

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Because i dont play pvp deathmatch fests or zeus missions daily

weary sun
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I don't play PvP, but I assume there is no AI in PvP?

lucid crag
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In exile and shit there is

weary sun
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But whenever I played Antistasi with my friends, that and AI being crazy good shots was the main problems

lucid crag
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I wasnt implying that you do

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Ai are only 'crazy good' because you have admins and mission designers that cant scale difficulty

weary sun
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Difficulty seems to change the time it takes for the AI to "lock on"

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Even a recruit AI, given enough tiem will hit you eventually

lucid crag
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Not even close

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Look at the individual scripted behaviors you can set via script

weary sun
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That really has no way to prevent them from landing thoose crazy shots

lucid crag
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Sure it does

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Go try it out for yourself

weary sun
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I have

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Lowest difficulty, AI will still hit me with their MK-20, ACO at 700+meters

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Easy or Hard they still look through walls with vehicles

lucid crag
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No you havent

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You are using the presets

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I recommend you to go and set the general skill and aiming accuracy to absolutely zero or 0.1

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You will see a difference

weary sun
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So you want me to decrypt the campaign and edit the mission files?

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Don't really have that kinda time for every campaign mission

lucid crag
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No that isn't what i said at all

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Literally one line in a unit init box would open up your eyes

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You do realize you can make missions in this game correct?

light lintel
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I'm pretty sure the AI doesn't care about grass

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they don't necessarily shoot through trees but if they see a few pixels of you they can shoot and track

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the track wears off after a while

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I'm also unsure how him scripting a lone AI in a test mission helps him with the campaign mission?

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@weary sun

lucid crag
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@light lintel never a mention of camapaign missions.

light lintel
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by campaign i meant this tac ops stuff

lucid crag
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Ah

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Yes but the argument was hey "ai are too tuff"

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Here is how you can make the ai less tuff

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In scripting alone you can demonstrate the contrast between difficulties

light lintel
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AI being too tough in that scenario may indeed be an issue. End user scripting is irrelevant, that's for BI to figure out and re-balance if deemed necessary.

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Arma AI can be very inconsistent at times, despite AI skill, difficulty adjustments and behaviour settings.

lucid crag
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it's a work-around as some people would say in certain circles

scenic gyro
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He did start off with this - "Anyone else having trouble with the Beyond Hope campaign?"

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wherein his specific problem was that he was getting killed by AI while lying prone in the long grass

whole cairn
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Are the forums down again?

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Cant see the new Dev changelog

lucid crag
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@scenic gyro Ah yes, I see. However, it did become more of a conversation of ai in general rather than the campaign

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I honestly think the difficulty in the tac ops campaigns were purposeful

light lintel
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but that is for the devs to decide. there's also a fine line between "difficult" and "frustration inducing". AI shooting through walls falls under the latter category, for example. 😄

scenic gyro
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Yeah, I suspect the difficulty is intentional, a lot of people are saying that it reminds them of Operation Flashpoint, where that shock of being killed stone dead by a single round from an enemy you never even saw was one of the biggest hooks

lucid crag
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Shooting through walls? I've never seen that

light lintel
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happens enough, and has been there for quite a few years now. Mostly a problem with the cargo towers and the small cargo units.

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heck, shooting through the floor was also a thing at one point, haven't had that in a while

lucid crag
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Huh, yeah I've never had that happen.

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interesting that it has happend before though

light lintel
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dated August 2013 😄

scenic gyro
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I've seen AI clipping through walls, but not shooting through them

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well, not unless you're in a building, they've seen you at a window and they continue firing as you move etc

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though as that video in the ticket shows, it can happen

supple furnace
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Arma3Update178RC 🤔 it does say [rc] next to Arma3 in game library but I didnt get any update?

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as in no files downloaded at all

whole cairn
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Tweaked: Apex Expansion data are now decrypted and available and downloaded to all users (Content Licensing applies)

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Usually they just decrypt the pbo, but this implys you can do much more than that

thick oyster
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data was already pboed , just Tanoa data wasnt

full sonnet
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Downloaded to all users? Meaning everyone has Tanoa now?

scenic gyro
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huh? What now?

whole cairn
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I'm curious why they needed to add the (content license part) when they're just decrytping the pbo?

scenic gyro
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given the rampant theft of content, perhaps they just felt a reminder was necessary before too many many misunderstand "Apex content is free for all" to mean "Apex content is license free"

past moon
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@whole cairn it means all the usual licenses and modding limitations apply just like for previous content

light lintel
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but what exactly got decrypted? >Meaning everyone has Tanoa now?

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or like weapons and stuff?

supple furnace
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island files are no longer ebo they are in pbo format and can be derapified and content used in custom maps including vegetation and buildings and whatnot

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content used does not mean ripping just including in your own map ofc

light lintel
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didn't realise someone had sexually assaulted island files...

scenic gyro
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I wouldn't mind if they sped up the process for LoW since it seems there were a few assets which haven't been made available in the editor

candid dew
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What assets were those?

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Some props?

scenic gyro
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yeah

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thinks like cigarette butts which are all over the floors of buildings in Oreokastro, items like bowls, some framed photos etc

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There were also some slightly larger props like a petrol powered portable bench saw and that sort of thing

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well the framed photo I can't be positive that it wasn't a hidden selection on the same frame they did make available

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it was just one of a few things I noticed during playing back the campaign and wished were available to add some authenticity to my missions

lucid crag
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some of those framed photos are in as of r ight now

small elbow
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So are we able to post bug reports here or?

lucid crag
scenic gyro
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You can report them here, but there's a high probability that they won't be seen by the devs, or that if they do see it they will have forgotten about it tomorrow. For bugs the bug tracker is the way to go, although if it's specific to the Tac Ops DLC, there is an official thread for bugs in the forum which is getting immediate attention from the devs. For maximum effect, post in the bug tracker, then report the issue here and in that forum thread with a link to the ticket.

light lintel
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Good advice GBee. Additionally, if it's not related to dev or RC branch, then post the link to the bug report here: #arma3_feedback_tracker

charred rampart
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anyone else have current live + rc crash on startup when using 64bit?

light lintel
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Send the crash dumps + RPT log to dwarden

thick oyster
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Added: A new "swayCoef" weapon parameter

crisp wyvern
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Oh-ho-ho any further details?

light lintel
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not in the log, no

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curious about this Fixed: Voice Over Net was not working on Dedicated Servers

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Was this bug introduced in dev branch? Because current stable branch doesn't seem to have an issue with VON...

rustic plaza
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previously weapon sway was independent from weapon you had in hands

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now you can define coefficient for that, default value is 1.0

light lintel
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related to stamina or is it constant?

rustic plaza
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to stamina

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it's just another coef in whole formula

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so there is AnimAimPrecisionswayCoefsomethingsomething*somethingsomething2

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(naming might not be exact - I'm away from office already)

crisp wyvern
#

Interesting, so stamina can affect weapon sway on a weapon-specific basis? (i.e. less sway at low stamina/weight-carried w/ a particular pistol than with s particular rifle)

light lintel
#

That's what i understood, yeah

#

Thanks reyhard, should make the system more "realistic" and stuff

#

(btw, if you folks are looking at stamina - stamina drains while going downhill at the same rate as going uphill, i think it should be far less, if at all)

lucid crag
#

It's nice to hear from you Reyhard.

#

Not that i expect you to respond anywhere, but it's reassuring

scenic gyro
#

it's still possible sometimes to 'strafe' up a steep slope and your stamina will actually rise

#

as for going downhill, while going down consumes less energy and maybe shouldn't use as much stamina as going uphill, there are other issues like impact on knees etc which aren't modelled, so it's a reasonable compromise that downhill movement drains stamina.

#

it's been my experience that when carrying weight, many people dislike going downhill more than uphill

dense epoch
#

I do feel downhill should consume less, even if it's a little less though

light lintel
#

Yeah, but in all the trekking i've done, stamina isn't what goes down while going down hill

#

i mean, in Arma the concept is pretty clear - the more you walk with load the more tired you get, while going uphill you get even more tired.

#

Along those lines going downhill doesn't really make you tired much. "Impact on knees" is more of a chronic thing imo, so it's outside of this scope

scenic gyro
#

I just think it's reasonable that stamina does drain a little while going downhill precisely because all the other unmodelled issues with descending down slopes are relevant to delivering some degree of realism. Impact on knees is just one of those, maintaining balance - especially while being top-heavy with a pack, or twisting of an ankle, or possibility of slipping on a wet or slick surface all limit the speed of movement downhill in real life. You can't just run a large hill/slope with 50kg+ of gear and expect to come out unscathed. Without BI modelling these in some way, I think it being reflected in stamina is unrealistic but an acceptable compromise.

#

going straight down a hill instead of choosing a more sensible angle of descent should not go unpunished

light lintel
#

yeah but it's not that black and white

#

you could walk down a road or grassy path pretty safely

#

gravel/moss would be slippery

#

Also, there is no difference in going down hill without a load and a load

#

my point being that trying to shoe-horn other effects of going downhill with stamina is terribly inconsistent

#

and yeah, sure, if you run down a 50+ degree incline it'll be a problem - but walking?

light lintel
#

Fixed: Voice Over Net was not working on Dedicated Servers since the BattlEye port separation
Well this makes sense now 😄 Thanks for updated the forum post iceman!

past moon
#

anyway the hotfix now goes into RC as Arma3Update180RC

candid dew
#

Well that was a short RC. 😁

snow pollen
#

I think that the access code "Arma3Update180RC" only works for the dedicated server (Steam app id 233780). Is that correct?

timber sorrel
#

Pretty sure the hotfix got pushed live, check out dev annoucements

snow pollen
#

you're right. I was still using v1.78 on my SSD

lucid crag
#

1.80 isnt legacy

#

Oh wait

slate orchid
#

what's the version for now on dev?

#

and is that any DLC / or major feature included?

tame rover
#

1.81.143.807

#

no, the only DLC left is Tanks and it's not on dev

tame rover
#

    Added: Fully modeled vehicle interiors to the AMV-7 Marshall, MSE-3 Marid a AFV-4 Gorgon APCs 
light lintel
#

ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

tame rover
thick oyster
#

about time

light lintel
#

thanks for the album

crisp wyvern
#

Interesting to see the lead time involved in Tanks via the devblog

light lintel
#

This makes me so happy

#

Will this mean that individual crew can get hit by AP shells now? 🤔

light lintel
#

(not my video)

scenic gyro
#

that actually looks better than I imagined

#

animated joystick for the gunner etc? Actual 3D details on the walls? I thought we'd get something resembling what we had in OpFlash

#

now I only have more questions, like when turned out, can you look down and see into the vehicle?

#

Can I throw/drop a grenade in?

#

(Don't honestly expect that capability, but it would be a nice touch)

tame rover
#

Animated gunner joysticks were added a little while ago. 1.76 I think

#

Didn't notice the reversing camera feature on the Marshall. That's neat

light lintel
#

now I only have more questions, like when turned out, can you look down and see into the vehicle?
in the video he does that, it's only black

#

Can I throw/drop a grenade in?
WW2 flashbacks 😄

scenic gyro
#

@tame rover Had we actually seen them in use before now though?

tame rover
#

Yeah, they should be on the Hunter etc. in stable

scenic gyro
#

The reversing camera might finally kill the "you can't drive tanks/APCs in first person" argument for using 3rd person

tame rover
#

Me and reyhard also put them on some stuff in RHS

scenic gyro
#

it won't stop people using 3rd person, but they won't have that excuse anymore 🙄

light lintel
#

i mean..just find a commander...

scenic gyro
#

I'm off to play with the hunter then, I'd missed that addition

light lintel
#

...and infantry who'll scream at you when you're about to reverse over them 😄

tame rover
#

there's also a second "Night vision" keybind in controls now that lets you cycle vision modes on the PiP screens in vehicles

#

think that's in 1.78 but not sure

scenic gyro
#

seems like I missed some stuff while travelling

#

hmm, now how do I look down while also controlling the turret ...

tame rover
#

I use the num pad

light lintel
#

hmm, now how do I look down while also controlling the turret ...
hmm? Hold down Alt?

tame rover
#

freelook disengages turret control

light lintel
#

ah, GBee wants both

#

(but why? to see the joystick move?)

tame rover
#

I imagine so, yes

scenic gyro
#

Num pad moves in free look even if it's bound to aim...

#

iirc opf had the option not to recenter the view when not in freelook

#

Oh well, will take your word that it's working in the Hunter

#

At least until I finally buy a head tracking system

tame rover
#

Using Num2 etc works for me in moving the view down, and doesn't automatically re-center the view when I start shifting aim with the mouse

dense epoch
#

@scenic gyro DIY trackIR OP 😄

verbal ginkgo
tight marten
#

That does look a lot like an Armata

#

good eye

light lintel
#

not my eye 😛

#

someone in our community spotted a reddit thread 😄

whole cairn
#

Of course thats the Armata

#

I dont know of any other tanks that look exactly like an Armata

#

Apart from an Armata

thick oyster
#

@light lintel you havent seen the concept that BI did before Tank DLC?

#

ofc it is armata because they planned it lol

light lintel
#

Now that you mention it, I think I had, just forgot :p

scenic gyro
#

yeah, we did know that the Armata was coming, it appeared as an in-progress model on screens in the background of a video or photo (can't remember which) from one of the dev blogs or sitreps right back near the start of the year

#

of course BI has 'leaked' enough details of forthcoming features that way before that we know it can't possibly be accidental anymore, the appearance of the Armata in that screenshot is deliberate, to start building the hype ahead of the DLCs release

light lintel
#

Yeah, it's very cleverly placed too

#

Gives people a sense of pride and accomplishment for spotting it

thick oyster
#

only if they teased those other 2 tanks

quick sonnet
#

Any ideas if they’ve adjusted any of the damage mechanics ?

scenic gyro
#

They have to leave something as a surprise for the actual release I guess.

#

@quick sonnet what are you hoping for?

quick sonnet
#

Perhaps better penetration modelling rather than total “hit points” etc. For me, the key defining characteristic of armor is how it can take damage. To have that modelled in game more realistically would be great. We tend to avoid ops with vehicles Simply because we’ve never been that happy with how they react to hits

#

@scenic gyro

#

Ideally a framework we can then apply to modded vehicles like our scimitar or FV’s would be neat too

thick oyster
#

i wouldnt count on that , but it would been nice tho - plus some features for AT systems aswell

lucid crag
#

@serjames#opp @thick oyster There is definitely a lot more irl mechanics than you guys would think. Hitting a tank from the front with an AT rocket will do less damage than from the back

#

Super weak point, not to the point if you shoot HE rounds that'll explode, but AT rockets will punch right through

#

The main cannon recoil effect is there

#

And the track speeds and handling is nice

#

Beforehand it felt way too sluggish

thick oyster
#

that armor in tanks is nothing new tho

#

it been like that for a long time

lucid crag
#

Rigjt

#

What i'm saying is that damage modeling @quick sonnet is talking about already has some place already

thick oyster
#

yeah but still it is not perfect and thats what i doubt they redo that

lucid crag
#

If it's not critical -> Likely not

thick oyster
#

shame we wont get those active defense systems on new tanks tho

lucid crag
#

We're spoiled as it is though

#

Any money spent extra on a3 at this point would be a loss

thick oyster
#

i shouldnt say spoiled but used to better via mods

light lintel
#

You'd think that for a Tanks DLC, some improvements to tank damage models would be on the cards...

#

Also, HE shells are hilariously weak against vehicles

#

You can shoot a prowler with a 125mm tank HE shell, and all that happens is that it loses its wheels

#

Same effect with HE Titan

lucid crag
#

@light lintel HE is only effeffective against light armour. APC, even then less effective than it should.

#

AP should be used rather than HE anyways

light lintel
#

I didn't know a Prowler was heavy armour 😉

lucid crag
#

Just shoot the damn thing, better to go up in an explosion by a missile with poweet

light lintel
#

Steam needs 6GB free to switch from stable/profiling to dev, and back

#

Even though it only has to download 680 MB

light lintel
#

Tweaked: Improved the shadow on the A6M Zero wreck's propeller head

#

The what?

scenic gyro
#

The Zero wreck, on Tanoa

#

it's also available in the editor as a placeable object

#

Plane Wreck (A6M)

#

there are also B25 and G4M wrecks

thick oyster
#

"Fixed: The RCO, MRCO, ARCO and ERCO had an artifact on the lens when the sun was reflected from them "

#

they noticed that like after 4 years

scenic gyro
#

I don't think it's that they just noticed, I think these fixes mean the artists have finished all their work on Tanks and they are being given work from the bugs list to keep them busy

thick oyster
#

how do you know that?

scenic gyro
#

not that I'm complaining, it would be nice to make a dent on the issues list

thick oyster
#

finished work on tanks?

#

you kidding

scenic gyro
#

@thick oyster A rash of entirely unrelated fixes for trivial old issues? It's just a guess, but how else would you explain why they suddenly have resources available to work on these things?

thick oyster
#

because new blood i guess

scenic gyro
#

new blood are working on the new projects - incubator etc

#

it's reasonable to expect that by now, artists are done with Tanks DLC, assuming they are going to release it in the 1st quarter.

#

The QA, play-testing phase alone will take weeks

#

if art teams are still working on the Tanks DLC, then it's way behind schedule

thick oyster
#

ok whatever

#

anyway

#

Tweaked: The"hiddenSelectionsTextures" now works on magazines (only if weapon supports the magazine as proxy)

#

i would like to know , whats new in this?

#

you was already able to reskin the whole gun , including the mag as they are not part of the proxy

#

and what gun has a magazine as a proxy in arma 3?

tame rover
#

aircraft pylons are strictly speaking, magazine proxy models

#

but maybe it's not that

thick oyster
#

hmm good point

tame rover
#

maybe they're doing something for RPG warheads in Tanks

light lintel
#

@scenic gyro ah, thanks

thick oyster
#

that would be nice and also getting those accessories

#

including the CGM4

light lintel
#

oh that would be nice

crisp wyvern
#

@scenic gyro Based on the devblog about Tanks interiors those have been worked on since at least February 2017

#

So not for firearms, but DayZ-style mag-as-proxy tech exists for vehicle weapons and launchers...?

light lintel
#

Tweaked: Entity locality is now set before the init script call
could someone shed more light on this? What exactly are the implications? Less locality issues from commands run from init scripts?

rustic plaza
#

See scripting channel

#

not sure, it's more about if(local _vehicle)exitWith{}; in init fields

lucid crag
#

So it breaks locality? What does that mean exactly?

light lintel
#

So it breaks locality? What does that mean exactly?
Probably things that change ownership

lucid crag
#

Yeah i scrolled up a ways, dont see anything

light lintel
#

don't know what you mean by "breaking" locality?

lucid crag
#

Change ownership how so?

light lintel
#

well, say there are playable units in a player's group, they're local to the leader. But then when the player JIPs, they get transfered to the JIP player. Or from server to player.
For another example, the vehicle is local to the driver (even if the driver gets out of it).

#

And you wanted to test what is where before using commands that use local args/effects

lucid crag
#

Hmmm

light lintel
#

I suspect this may make commands like setObjectTextureGlobal more reliable

#

when run from init fields or init scripts

rustic plaza
#

Search for what I pasted

#

"not sure, it's more about if(local _vehicle)exitWith{}; in init fields"

#

It's part of my message in scripting

#

On phone now so can't past everything

light lintel
#

oh, i see, thanks

rustic plaza
light lintel
#

thanks, was going to copy paste too 😄

rustic plaza
light lintel
#

yeah... we've noticed this issue too

#

not with RHS stuff, but generally while trying to set textures at init

#

I've complained about this for months, but had no idea how to repro it because it was random

#

basically even with an isServer guard, using execVM to setObjectTextureGlobal from the init field wouldn't be reliable.

#

probably because of the spawn thing

#

This would affect stuff like setPos and its variants too

#

basically any global effect thing

#

So I assume now the objects are sent to the correct machine before the init field does stuff?

#

i.e. whether you spawn or call, it shouldn't matter?

scenic gyro
#

wait, does this mean no more RHS tank names appearing differently for everyone?

light lintel
#
SuicideKing - 19/02/2017
Is it just me or do global commands like join, setPosATL, setObjectTextureGlobal not work consistently in MP when run server side? I'm having to remoteExec them to work properly...(edited)```
#

although this was while execVM-ing scripts from init.sqf

#
SuicideKing - 19/02/2017
And setObjectTextureGlobal...people seem to call it multiple times before they see an effect, if it's applied in object init and stuff. I've taken to remoteExecing setObjectTexture (non-global) to make it reliable.```
#

10 months to the date 😄

#

TL;DR thanks, i hope there are less issues now

rustic plaza
#

local flag is set before init & init event handler

#

so yes, it should fix most of those issues

light lintel
#

jaycrowe.jpg

lucid crag
#

Splendid

light lintel
#

@rustic plaza two follow up questions:
Is the init field now not run globally?
If no, then what happens to code that assumes it is run globally? Like say addactions or eventhandlers?

and an semi related third question: There's an issue where vehicle commanders may lose the ability to launch smoke. I think oukej may have been looking at it a while back, but i don't know if it was addressed. ticket: https://feedback.bistudio.com/T123828

rustic plaza
#

no, it's just local flag set before init execution

#

simple as that

#

local will return proper value for code executed in init field

light lintel
#

okay, thanks

#

(and of course the tracker is down for maintainence so you can't actually read the ticket... 🙄 )

rustic plaza
#

i know about that smoke launcher thing

#

I might ask about it again

light lintel
#

cool, cheers.

light lintel
#

oh hey, the dev branch logs are back

light lintel
#

Added: New interior driver optics for the Gorgon, Marshall, and Marid APCs

#

ooh

light lintel
#

Will add this to the forum/feedback tracker later

#

@charred kite see video

whole cairn
#

Armas engine for ya

#

Doesnt have dynamic lighting or shadows

full sonnet
#

we kinda have dynamic lights. And some shadows.. Not both combined tho

whole cairn
#

Well you need to make the shadow lod etc etc

#

Most other games I know just the main mesh as the shadow lod

#

DayZ enfusion has really nice dyanmic lighting and shadows

timber sorrel
#

Don't need to make shadow lod, that was added for apex etc.

light lintel
#

i think it's more like A3 has dynamic lights but no dynamic shadows?

#

or maybe there are dynamic shadows but they're only cast by the sun or the moon

thick oyster
#

dynamic lights yes but no dynamic shadows

#

only time when they are sorta "dynamic" shadows is when you use a flashlight

whole cairn
#

@rustic plaza The new 'setPlate' stuff with the number plates, can that be used in a way so it can display unit numbers on the side of military vehicles? Just pretend theres is like a big invisible number plate there instead?

rustic plaza
#

yes

light lintel
#

Ooh that would be super cool in vanilla

rustic plaza
#

it's not enabled on planes/helicopters yet afaik

#

but it should work with cars & tanks

whole cairn
#

Fuck yea mate. Might look into this

#

Would awesome on Vanilla vehicles as well, add that tiny level of 'militarism' to it

#

Is that even a word

scarlet root
#

ENGINE
Fixed: Centering of the pilot view was incorrect
Fixed: Broken turret locality

#

possible to get more context on these two please

light lintel
#

oooh they fixed turret locality!

#

or well, turrets in general i guess

#

but if i think this is what it is then mostly just seen the issue with smoke launchers

rustic plaza
#

@scarlet root -


                class ViewGunner
                {
                    initAngleX = -15;
                    minAngleX = -65;
                    maxAngleX = 85;
                    initAngleY = -5;
                    minAngleY = -150;
                    maxAngleY = 150;
                    initFov = 0.7;
                    minFov = 0.25;
                    maxFov = 1.1;
                };
#

initAngleX
initAngleY
wasn't working before. Because those are fixed, HeadAimDown was disabled from turrets & initAngleX/Y params should be used instead

#

following params should be used soon i.e. ifrit gunner seat, so gunner is looking at screen properly

#

turret locality:
from Samatra:

1) Turret breaks and never changes locality so players occupying turret appear outside for everyone else
2) Turret is always local to all clients
Repro doesn't seem to work (reliably) in A3, it is very reproducible in OA though (not 100% times, but after few tries). A3 had exactly same issue up until ~September 2014, then something changed in the engine and unoccupied turrets started switching locality back to vehicle locality so this bug wasn't as noticable anymore ... This September 2014 engine change was sort of crutch which didn't fully solve this bug but made it appear bit less and also might be denying the repro that works in current OA.
https://www.youtube.com/watch?v=CiXOcHZ6NtA
past moon
#

just to expand on that as you may noticed there is some activity in #end_of_life_arma and as such this result of Arma 3 bug-fix is thanks to something cooked for A2OA itIsAMystery

light lintel
#

the question is...will this fix smoke launchers? 😛

scarlet root
#

@rustic plaza thank you! bit confused though as the initAngle and HeadAimDown fix/change was already in a previous dev branch update

rustic plaza
#

it was fix of fix 😉

scarlet root
#

kk

light lintel
#

bis_fnc_effectFiredRocket what's this for?

tame rover
#

generating particle effects on rocket launchers

light lintel
#

ah, okay

light lintel
#

Added: New "missileManualControlCone" parameter for manually guided missiles

#

Ooh

#

what does this do?

#

ooooh does this mean that you'll need to maintain a certain view cone to the missile before it loses track?

#

Unlike what happens now, where it doesn't lose track at all

crisp wyvern
#

@light lintel ... is that some SARH I see????

light lintel
#

I... don't know, i was thinking it's more to do with ATGM or Titans

#

since SARH isn't technically manual guidance

#

so mostly SACLOS

#

since Arma SACLOS is kinda "magic" at the moment

tame rover
#

it's maybe related to the fact that setting manualcontrol seems to 1 create problems with locking on using other sensors that that missile might have. You have to point the missile or turret directly at what you want to lock on to

light lintel
#

i see

tame rover
#

I only say that because it was mentioned in the dev branch thread the other day and oukej said they were working on it

#

but it could be as you say - to make beam-riding SACLOS more realistic

#

not having missiles do 180 degree turns to fly back towards the player, which IIRC is possible at the moment

light lintel
#

yes, it has happened to me

#

there used to be this hillarious bug where, if you fire a Titan from an FFV position, it comes back and hits you 😂

#

i think they fixed that

crisp wyvern
#

Hence my curiosity as to whether this is just a workaround for the sensors bug or something more

#

Since the 'cone' made me think of Ace Combat-style 'SARH'

lucid crag
#

@light lintel LOL, it literally just chased you back?

light lintel
#

@lucid crag yeah

#

I just exploded after a few seconds (the time it took to loop back)

#

And was like, wut

#

And then I understood wtf was happening

scenic gyro
#

Gun launched missiles?

lucid crag
#

@scenic gyro Just attach the ammunition class creation to the projectile, delete projectile and bam

#

Made a gbu pistol once

scenic gyro
#

I meant in reference to that dev branch change, I wonder if we might see it as a vanilla munition

lucid crag
#

@scenic gyro If it was added, then i wouldn't see why it wouldn't.

blazing sorrel
#

How do the vehicles that've gotten new sound config sound compared to before?

#

Such as the Hunter and etc?

rustic plaza
#

Atm it just new configuration

#

Sound configs are migrated to sound sets

blazing sorrel
#

Ah okay.

slate orchid
light lintel
#

@slate orchid where's the weak point? Which APC is this? Could you add this info to the ticket, and/or provide screenshots or videos?

slate orchid
#

there's a youtube video link in additional

full sonnet
#

@light lintel 4 video links are not enough?

slate orchid
#

that i recorded, take a look

light lintel
#

Oh, i didn't see additional info

#

because it's not mentioned anywhere else in the rest of the ticket

#

which it should be

full sonnet
#

Yeah. Don't require people to watch the video.
Right now someone has to watch the video to find out who's responsibility it is to fix that. So much effort if it could just be written right there

light lintel
#

Also holy shit that's a bad bug

#

Ulairi i'll repost this on the dev branch discussion thread for you.

slate orchid
#

thanks for that.

full sonnet
#

Fixed: The setUnitLoadout command could cause lags / FPS drops when creating entities (WIP) (https://feedback.bistudio.com/T127225)
The issue is about it creating tons of entities and never deleting them.
And the fix, fixes lag when it's creating them, which was never an issue? Them not being deleted when they should is the issue. And it's a huge one.

timber sorrel
#

Its prob same issue / or related, have look at feedback tracker
Or better yet load up dev branch & test it out

full sonnet
#

Yeah. They link the feedback tracker. But the thing they are talking about isn't the thing in the feedback tracker issue

timber sorrel
#

Chances are its prob same issue in the engine, best of to test it yourself and post a reply in the ticket if its not.
Atleast while programmer still has that area of code fresh in emmory

full sonnet
#

Yeah. Would be cool if someone could test that :/

bleak canopy
#

Tweaked: Wood Piles had incorrect materials
amazing xD

full sonnet
#

Does anyone here still have the dev branch executable from between friday and yesterday?
Build 144181 or 144147 ? I need the arma3.exe 32 bit.

Solved. Thank you very much 😊

scarlet root
#

have there been changes in engine with radio protocol - getting spam of these:

#
Warning Message: '/' is not a value```
#

(from yesterday - currently updating to new exe from today)

rustic plaza
#

there is ongoing refactoring of radio protocol in engine

#

it's still WIP

full sonnet
#

Ohhh! Does that mean possible fix for https://feedback.bistudio.com/T124746?
That is about Radio protocol sounds being stuck in the sound queue and never getting removed.
Adding up like a memleak and tanking FPS after long games.
Stuff like
"A3\Dubbing_Radio_F_EXP\data\CHI\Male01CHI\RadioProtocolCHI\NormalTarget\DistanceAbsolute1\dist500_1.ogg"

full sonnet
#

Tweaked: Tanks no longer generate exhaust particles when their driver is unconscious
That seems weird. The motor keeps running even if the driver is unconscious.

scarlet root
#

@full sonnet nice analysis and debugging there 👍
try to DM megagoth. maybe he can get it on Dusa/frenkee's list

blazing sorrel
#

pls just like, remove the AI 'LEFT LEFT FORWARD FAST' stuff entirely

#

👍

lucid crag
#

🤔

candid dew
#

What? Did they remove it? 😮

scarlet root
#

getting a lot more crashes with the last (two?) dev branch versions

#

also trucks no longer stick to roads properly (at times?)

#

probably due to

Tweaked: AI driving wheeled vehicles now prefer roads less when in Combat or Stealth mode

#

which is imo very bad as AI cars/trucks have even more problems navigating in open terrain

light lintel
#

That was probably done because wheeled APCs were refusing to go off road

#

Tbh they probably need an explicit useRoads attribute in the waypoint options

#

And useLights

#

Also @scarlet root is that the FreeSpace 2 Special Operations Command logo as your avatar?!

scarlet root
#

🕵

#

wheeled APCs
if so, why not limit it to those?

light lintel
#

#justBIthings

#

(i'm assuming they can't)

#

(#enginelimitations)

scarlet root
#

i would have just introduced a new config parameter for wheeled APCs and added a check in the relevant code section

#

sure its somewhat of a design hack, but thats RV engine anyway

light lintel
#

mhmm. Wheeled stuff also got the driving overhaul, so I would assume some stuff could be done with that too? Don't know if it affects off-road path finding though

timber sorrel
#

There is the right way to do it, the hacky way to do it and the BI way of doing things. Balancing to the make the DLC function regardless has been a common theme and one where we constantly have to raise bugs to get the rest of the game working again, which in time tends to break the DLC. I sure hope they don't pursue this strategy with future games because its been awful.

light lintel
#

reposting this from general

#

SuicideKing - Today at 17:14
yeah the cages help
although it's perhaps a bit buggy
https://cdn.discordapp.com/attachments/101479298812121088/415903212026069002/unknown.png
so i hit this on one side with a PCML
damage value returned was 0.83, although no hit point took damage
(vs 0.88 on un-caged kamysh, with all hit points yellow)
however, the cage gets removed from the other side too :smile:
will report it on the thread haha```
#

it seems to be a kamysh problem

#

the damage thing

#

since, even though no damage is taken by hit points, the overall damage value makes it go boom with the next rocket hit

#

The Mora works fine, by contrast (caged doesn't take much damage on the first hit)

#

although...

#

damage dealt by top attack is strange

#

it took out the track on the other side

#

no other hit point damage

#

but significant overall damage value (~0.6)

#

marshall slat cage doesn't work against the PCML 😄

blazing sorrel
#

Can somebody take pics of the Interiors and vehicles fully customized?

#

For those of us not at home? :')

light lintel
#

hmm armour blowing off on both sides seems to be a kamysh issue too

scarlet root
#

if someone wants to check new stuff

#

one "version" earlier to diff

scenic gyro
#

I second that request for someone to post screenshots or video. What are the customisations available for each vehicle?

light lintel
#

as did others

scenic gyro
#

Thanks

scenic gyro
#

It's great to see customisations coming to the armoured vehicles.

#

would still love to see some customisations for other older vehicles too. Plus additional hidden selections so, for example you can put company logos, signage/textures on civvy trucks to help with immersion. Right now I'm doing that sort of thing with attachTo but it's far from perfect

scarlet root
full sonnet
scarlet root
#

@full sonnet probably meant just for logged admin

full sonnet
#

That's nothing admin related so far though

#

If you can execute scripts and remoteExec then you can fire that off on server

#

Does that mean the server now checks who remoteExecuted what script and checks if they are logged in Admins and not voted in?

#

Or only the chat # commands?

light lintel
#

I'm assuming it's to do with the chat commands

past moon
#

it's only disabled for voted admin seriously read the changelog

full sonnet
#

I quoted it. So I think I read it ^^

#

Didn't know there was a #captureFrame command so I thought it meant the script commands

plucky owl
#

@past moon hi Dwarden. I found a bug, scrubLand no longer works as a controller for Planes.
I tried to use it as a playTrigger on SoundSets but it always returns 0 even when the plane is on the ground.
Then I tried altering the audio on sound class scrubLand_Int and it also was silent.
Cheers.

scarlet root
#

@plucky owl better contact megagoth about it

plucky owl
#

Ok rgr

light lintel
#

why does Steam need over 12 GB of free space to switch branches, when it only has to change 2.3GB of data?

lucid crag
#

@light lintel Temp files for download state? 🤷

light lintel
#

makes it really inconvenient :/

lucid crag
#

I imagine it never uses the 12 gb correct? Just deletes them when the download finishes? I dunno.

light lintel
#

yeah, it deletes the 12+ (don't know exactly how much, just that 12 isn't enough) GB of files after the download finishes

#

but it... chooses the steam library with more free space

#

i have 12.x on C: and 11.x on E: where Arma is installed

#

it decided to use C for reserving the 12GB

#

but it wasn't enough so it ran out of space and couldn't switch branches

#

and it wouldn't switch back

#

but now i had just 200MB free in C: 😒

#

had to manually delete the temp files, uninstall Stellaris, then switch branches and re-install Stellaris

#

So it needs somewhere between 12 and 20GB to switch between dev and stable

#

which is absurd

distant halo
light lintel
#

An Arma dev impersonator? 🤣

crisp wyvern
#

Dunno if this is the case on stable branch but the Mohawk on dev branch has slingLoadMaxCargoMass = 5000; seemingly to accommodate the Nyx family

#

Also... MB 4WD (LMG) mass (3997.35) over twice that of MB 4WD (AT) (1841.36)...???

tame rover
#

that's one heavy Minimi

blazing sorrel
#

One heavy boi.

pastel gulch
#

Where could I toss a small bug-report for dev branch?
Just a texture glitch with the Cheetah Gunner looking over at the commander's screen.

full sonnet
#

Feeback tracker. Just like any other bug reports. But make sure to write dev-branch into the title.
And then repost the link here so it doesn't get overlooked

pastel gulch
#

gotchya

pastel gulch
light lintel
scenic gyro
#

2035 stealth technology

light lintel
#

😄

pastel gulch
#

Yeah I saw that and laughed.

slate orchid
#

well, after i see that, if they have a time, i hope

#

they make a optic for RPG-7 on tanoa pack.

#

with a tank dlc release.

distant halo
outer pendant
#

psst hey bohemia make the Nyx 30mm

#

or at least 25 lol

#

There's a 30mm variant so I wouldn't be surprised if someone mods that in eventually

light lintel
scenic gyro
#

heh, BI have to release an AA variant now you've shown them how easy it would be 😉

light lintel
#

😛

#

even if they don't (which is extremely likely), it's a fun hacky way to do it hehe

#

and requires no mods, which is the best thing

slate orchid
#

AA cannon or missile zamak would be good i guess

outer pendant
#

The prototype 30mm wiesel would be wild

#

Loving the stealth recoilless rifles 🤔🤔

crisp wyvern
#

@slate orchid AA cannon or missile zamak would be good i guess Truck-mounted "Zu-23 Ural" style?

slate orchid
#

exactly!

light lintel
#

Well, if you're feeling impatient then I'm fairly sure you can give it a 20mm autocannon the same way I gave it AA missiles

slate orchid
#

is that could be also?

light lintel
#

hmm?

crisp wyvern
#

but then aiming is hell

rustic plaza
#

Btw There is hidden 230mm cluster mag for zamak

light lintel
#

Ooh

#

Oooh

wispy summit
#

and by hidden you mean you'll pass it on right?

#

😃

rustic plaza
#

you can addMagazine and use it

#

there was no time to make some sort of proper UI to change magazine in eden so it was decided to leave it

wispy summit
#

where would i find the class name for the cluster mag?

rustic plaza
#

12Rnd_230mm_rockets_cluster

light lintel
#

thanks. will this and other hidden magazines (like the other tank ATGM) be listed on the vehicles, weapons and magazines cfg pages on the wiki, after Tanks is out?

crisp wyvern
#

No reason it can't be added individually by someone...?

timber sorrel
#

its nice coming back from an arma 3 break to take a peek at all the Dev branch goodies. my inner tread head is pleased.

light lintel
#

chortles yeah assuming there aren't more classes that are hidden

thick oyster
#

Tweaked: Small hit increase of 5.56, 5.80, 5.45 and 12.7x33 calibers hmm

crisp wyvern
#

@timber sorrel Hope you're not among those disappointed by only one MBT in Tanks

light lintel
#

clearly all boring people 😛

scenic gyro
#

The reaction I've seen has been overwhelmingly positive, turns out the majority really didn't want more MBTs in addition to the 3 we already have. The two new classes of vehicle we got were far more interesting and imaginative. If anything, the armata was the disappointment, big surprise

light lintel
#

From that perspective, adding more tanks by themselves wouldn't have been all that interesting, save for the people who play KotH all the time

outer pendant
#

tbh I'm glad the other 2 weren't tanks but the T-100 looks so damn goofy I'm glad we got a real tank for CSAT

#

now we just need MRAPs with ATGMs 😉

thick oyster
#

🙄

scenic gyro
#

🙄

#

The irony is that the Armata reused some aspects of the T-95 in it's design, including the same gun ...

thick oyster
#

T-100 also uses the turret from Black Eagle prototype

rustic plaza
#

whole T-100 was based on Black Eagle

#

not on T-95

scenic gyro
#

Right, getting those two mixed up

light lintel
#

"Goofy" is not the word I'd use for the T-100, it's probably the sexiest tank there is, in the game :p

#

"MRAPs with ATGMs" - well at least the LSVs get them!

scenic gyro
#

Which is more useful, LSVs have more chance of evading a tank through speed. MRAP is dead the moment it fires

light lintel
#

Well, not necessarily, if you use defilade well!

#

Nyx is basically the size and speed of an MRAP

#

If not slower

scenic gyro
#

hmm, thought it was a little bit smaller and more agile, though I've not been able to try it out so I guess I just assumed that

light lintel
#

I'll post some comparison pics for you if I get the time

scenic gyro
#

For me at least, the Nyx's primary advantage is it's ability to go through forests, or at least that's how I imagine it. It's going to very lethal on Tanoa for example since in theory it can approach along forest tracks and even through the trees itself, find a line of sight, fire, then retreat back into the trees

#

but if it's the same size as the MRAPs, maybe less capable than I hoped in that regard

wispy summit
#

The T100 is really nice, but even better in the Green Hex camo.

#

and it goes like a cut snake now, nice and fast

light lintel
#

the Nyx's primary advantage is it's ability to go through forests
LOL yeah about that....

#

it can get stuck/partially flip over pretty easily in tanoa's jungles 😄

#

I suppose IRL it would be easier since trees etc would deform under the weight and stuff like that

scenic gyro
#

😢

#

one of the reasons behind the Wiesal's design/existence is to use the forests of Eastern/Central Europe as it's own personal playground, go where Russian armour cannot follow

light lintel
#

Well, to be fair Tanoan jungles aren't the same as that of Eastern/Central Europe! It probably would work fine on Chernarus, for example. Or even the few woodlands on the greek islands.

thick oyster
#

wiesals role is to be a recon vehicle , that can support - anything more than that is just ridiculous 😛

#

because it can be destroyed quite easily with bullets

scenic gyro
#

yeah, it's primary purpose is recon, but it's armed variants are also designed with a hit and run capability in mind. It's not going to enter an urban area, but strike from a distance and immediately retreat and reposition

#

more guerrilla type warfare, it's still very much designed for that one Russian invasion of mainland europe scenario. Where the aim of the first few days is to slow/blunt the russian advance

thick oyster
#

and i can pretty much see it wouldnt work in jungle , while its smaller but still its a tank

#

yes i understand in cold war role in it but it is still kinda weird see it in the future use like AAF does it

#

while it can be fun to use , ehh doesnt make so much sense

wispy summit
#

its european equipment sold off to the AAF cheap as chips

#

matches the rest of their gear perfectly

thick oyster
#

only problem , germans never exported it 😛

#

unless you count one or few for us trials and that one was unmanned

wispy summit
#

not in our world they didnt, but in the armaverse they did 😉

#

like how the US used SCAR's 😉

thick oyster
#

US still uses Scar but Socom 😛

wispy summit
#

the US also cancelled the Commanche in real life but not in the armaverse 😛

thick oyster
#

Even though the construction dates back some time and the program faced cancellation in the first years of the 21st century, the project was finished successfully 😉

wispy summit
#

hahha i know, just taking the piss mate

light lintel
#

there's stuff like
The PvBv 2063 (PansarvärnsBandvagn 2063) is another Swedish Army anti-tank vehicle, similar to PvBv 2062, but fitted with the launch system for an ATGM, either the TOW (Rbs 55) or the Bofors BILL (Rbs 56)

scenic gyro
#

@thick oyster When the German's stop using it, they'll sell off the old vehicles (probably)

thick oyster
#

well i dont know if anyone will want those

scenic gyro
#

if you're looking for the AAF to make sense, you're going to struggle, so much about the AAF doesn't really fit because they have capabilities way beyond what a tiny, poor island nation would actually have

#

however if you just ignore that and look at it as a representation of a 2nd tier european nation in Nato (forget the fact that they are an island) using whatever kit that can get manage to afford or are gifted by their Nato neighbours, then it kind of makes sense.

wispy summit
#

oh man the updated Wipeout flight model is so fun

#

especially when you fire the 30mm

scenic gyro
#

even that is reading more into it that needs to be, the 'backstory/lore' for the AAF is really just a thin cover to drive the story, BI wanted to introduce the vehicle and AAF just was the only faction for it

wispy summit
#

At the end of the day its more content for me to make fun and varied missions with 😉

light lintel
#

yeah

wispy summit
#

could also be CSAT pumping their funds into the AAF as a real "stick it to NATO" kinda thing, especially as the West goes through this "economic crisis"

timber sorrel
#

In tanis are we getting any interesting AAA

#

That isn't ridiculously op like the tigris coff coff

wispy summit
#

Tigris is easy

timber sorrel
#

Exactly

wispy summit
#

dodge its 4 missiles and you're okay. The Nyx AA carries 12 i think

timber sorrel
#

It's point and click adventure using the flak cannons on the tigris imo

#

If you can aim in its general direction you can bring down a a10 in under a second

#

From my experience

#

And it's not fun, to play or play against

#

We need an 81mm mortar of aa

#

Oh wait nvm the titan exists

#

I'm gonna stop ranting now.

light lintel
#

It's reasonably okay to play and play against imo

wispy summit
#

the Tigris / Cheetah are fine as is

light lintel
#

yeah

wispy summit
#

SHORAD like that is supposed to be lethal at these kinds of ranges

#

plus if they turn on their radar they'll show up on your sensors

light lintel
#

its only drawback is that it was really dangerous to approach it with infantry

#

unless infantry had a Titan

wispy summit
#

also, dropping flares BEFORE you begin your attack works as it breaks the lock of the attacking unit

light lintel
#

That said, I do hope we get SEAD stuff at some point after Tanks, before they switch entirely to EOL

#

that's probably the last thing left in my (achievable) A3 wishlist at the moment

wispy summit
#

yeah HARM would be great to really CAP off the fixed wing capabilities 😉

light lintel
#

lol

wispy summit
#

those 230mm cluster rockets for the MRL are insane

scenic gyro
#

didn't we have cluster magazines for the existing Nato MLRS? I thought I remembered it being added with LoW

rustic plaza
#

only in zeus

timber sorrel
#

You can also get them in Eden afaik

dense epoch
#

I wish for a semi-truck and trailer 🤣

blazing sorrel
#

@wispy summit Cluster rockets?!

north compass
#

12Rnd_230mm_rockets_cluster for new Zamak, reyhard mentioned it above @blazing sorrel

blazing sorrel
#

How do you switch to them? I checked to see if they have pylon settings but that doesn't seem to be the case.

scenic gyro
#

Script, addMagazine

light lintel
#

^

scenic gyro
#

some sort of UI via the garage/eden would be nice before they call time on Arma 3 updates

light lintel
#

yeah

scenic gyro
#

just reminded myself of one thing we're missing, counter battery radar - there's currently no counter at all to artillery, it can merrily pound a location from the other side of the map with no comeback. Maybe something for one of the third party DLCs to consider, if that happens

light lintel
#

yeah arty in Arma is kinda weird. Never found much use for it (except as a target/objective/flavour). Maybe to deploy large smoke screens at best.

crisp wyvern
#

@scenic gyro Did you hear something about how the game mechanics would be changed to support this?

scenic gyro
#

nothing at all sadly

#

I'm choosing to believe that if BI are serious about the third party DLC approach they would consider small mechanics/engine changes to support things in game. Along the lines of Jets DLC which was a collaboration, rather than say just taking a bunch of new assets or scenarios, wrapping them with a bow and calling it a DLC.

#

but that's a whole other subject

#

in a crude way, it's probably scriptable right now, as a marker which appears on the map where enemy artillery was fired.

crisp wyvern
#

Ehhhh, the problem though is whether such changes would break existing community artillery/scripted counter battery systems -- and Tanks was supposed to be the last of such.

scenic gyro
#

I could be wrong, but I don't remember them promising that there would be no engine changes after Tanks. They've actually committed to continuing to make changes after Tanks, though I think the safe assumption is that they meant bug fixes and tweaks to address any Tanks related gameplay issues.

#

They've only said that Tanks would be the last official DLC and hey've not even revealed exactly what form third party DLCs might take yet, so I wouldn't say they've shut the door on further mechanics/gameplay updates.

crisp wyvern
#

On the other hand, the question of 'DLC-specific paywalled game mechanics' is a concern

scenic gyro
#

true, though Arty is largely unused at present, at least in PvP for the reason that it has no counterpart except air, and that assumes an uncontested airspace. So a DLC which adds a counterpart actually makes arty usable rather than affecting balance.

#

should take this to the forum, this channel at least isn't really the best place to discuss feature requests

#

for my scenario purposes, if I want to do anything along those lines, I can just try scripting something with the new Nyx recon and some hacks. It would just be nice to have the mechanic in the core game so we might see it widely used.

crisp wyvern
#

Ehhh the key seems to be to get the incoming to be objects, much less ones which can be detected via active radar, much less differentiation between air search/surveillance radar & counter-battery radar Taking this to #general_chat_arma

wispy summit
#

@blazing sorrel yes cluster rockets.

slender grove
#

@wispy summit
So those burst like the cluster bombs for the Jets?

supple furnace
#

go where Russian armour cannot follow
like where? Berlin? 😏

wispy summit
#

@slender grove and yes they're like the cluster bombs for the jets and the arty

wispy summit
#

"Fixed: The Bobcat RCWS now correctly sports a 12.7mm HMG"

#

yesssssssss

tame rover
#

Added: An ability to define a vehicle's sensor position (sensorPos) I suppose this maybe means the mast-mounted sights on the Strider and Nyx can be the origin of the visual and IR sensors now, rather than the centre of the vehicle?

light lintel
#

😱

#

it's a pretty big log

scenic gyro
#

Slammer UP has its 120mm cannon back

#

It went away?

tame rover
#

UP always had a 105mm gun

#

so was less well armed than the standard Slammer

scenic gyro
#

I never noticed ...

tame rover
#

still seems to have its 105mm gun in the dev branch as well so far as I can tell though

thick oyster
#

Tweaked: The Marshall, Gorgon, Kamysh and Slammer coaxial guns have had their caliber changed to 7.62mm

#

so now its realistic 😛

light lintel
#

most notably, Added: Sub-munition support for shells probably implies HEAT simulation , like for the PCML 🤔

thick oyster
#

or it can be for tank "shotgun" round

tame rover
#

It's most likely for HEAT. See #arma3_config TriggerOnImpact, penetrationDirDistribution etc.

light lintel
#

Strike_NOR should be happy 😄

weary sun
#

Anyone else unable to install the latest version of dev branch through steam?

#

My steam will download the update, discover a corrupt file, validate all files, redownload 3,2 GB, then discover a corrupt file in an endless loop

tame rover
#

lacking disc space for both the cached download and the game folder allocation?

weary sun
#

Disk space should be fine

#

Though I tried freeing 12+gb steam ate them all when I launched it

#

The corrupt file is "launcher/zh-hant/arma3launcher.resources.dll"

light lintel
#

You'll need about 15GB to switch branches unfortunately 🤷🏽

#

might want to switch to stable, validate manually, then try switching again

weary sun
#

I am not switching branches, on dev branch trying to download the update

inner pagoda
#

Am I wrong in remembering that the Slammer UP used to have an additional 12.7mm HMG for the gunner many, many versions ago?

light lintel
#

commander has an HMG turret

#

can't remember the gunner having another coaxial

inner pagoda
#

I know there's a mounting bracket for one on the main gun, but I can't recall if it actually ever had one or if that was a product of my imagination.

blazing sorrel
#

It never had a coaxial HMG sadly. @inner pagoda

Same, I'm on dev branch it's not working. :(
@weary sun

verbal ginkgo
#

Suggestion, could the loiter WP use ASL instead of AGL? With AGL AI tries to follow the terrain with makes for really uneven and rocky ride for gunners, really bad in some mountainous terrain

scenic gyro
#

the problem with that is then the AI might just fly into a mountain, I suspect that's why they used AGL. Proper solution would mean evaluating both AGL and ASL so that a minimum safe height AGL is maintained, otherwise following the given ASL

verbal ginkgo
#

or just have a manual tick for AGL or ASL I do not suppose there are many obstacles at 1500m ASL

inner pagoda
#

I swear the loiter waypoint has a setting where you can manually set the ASL altitude or leave it at -1 to use the AGL height of the waypoint's position.

verbal ginkgo
#

Ok for some reason it didn't stick the first time I set it, it worked fine

#

BTW: 25mm on blackfish does not have FCS stuff set in weapon config so it can't be zeroed like the other weapons

verbal ginkgo
#

Also blackfish FCS could use a longer max range, 2.4km is a bit short, it should go to something like 6km

light lintel
#

will probably suffer a lot of dispersion

timber sorrel
#

i keep trying to test out the scenarios for tanks but i find myself fighting with the crew AI more than testing things. guess i need to practice more.

crisp wyvern
#

@wispy summit "Fixed: The Bobcat RCWS now correctly sports a 12.7mm HMG" As with da12thMonkey's report about the 105 mm Slammer UP, this change isn't on dev yet, nor is the Marshall (at least) coax upgunning from 6.5 mm to 7.62 mm

past moon
#

i can forsee someone to raise the demand for under-gunned under-armored variants soon wasntme

verbal ginkgo
#

It would be nice to have the Slammer UP with 120mm

slate orchid
#

i saw about the penetration and spreading on HEAT

#

s that also can be applied on rpg 7heat?

#

like if i shoot the wall of bulding

#

the explosion spread around in the buildin.g

verbal ginkgo
#

Just a note: remotely controlled units still keep their skills and that includes aimingSpeed, so with low AI skill if you control the UAV the camera is much harder to control, it turns much slower when you control it

#

could someone with an account make a tickiet about that?

#

its been an issue like forever now

slate orchid
#

you mean comparing video for that

#

i will make that video like 2 h later and ill give it to you

light lintel
#

Someone already has on the forums 😄

#

Damn discord. ^was a reply to Dwarden.

#

It's not the worst idea to keep both versions

vital nova
#

I accidentally posted it in the wrong channel, but the Rhino's ATGMs tend to fly in circles when fired at non-solid targets (see #arma3_feedback_tracker for a video)

full sonnet
#

@vital nova You can delete and repost in the correct channel then 😄

vital nova
#

myeah, might aswell

#

this also occurs to ATGMs fired at close objects, such as road signs

scenic gyro
#

that's actually pretty cool, remind me to add a missile with a 'return to sender' feature if it loses track of the target

slender grove
#

Wait... It fires missiles with its cannon?

#

That's... something.

thick oyster
#

you never heard of missiles fired from the cannon?

#

even merkava does that but not in A3 one heh

light lintel
#

well... A3 one can, now.

north compass
#

yeah, they've added 120mm and 125mm SACLOS cannon fired missiles

lucid totem
slender grove
#

He got back in so quick he became a foot shorter.

verbal ginkgo
#

I noticed an odd AI behavior for the gunships: if you get them to loiter then they will stop engaging laser marker targets. Also in combat mode they will not keep the loiter behavior and instead strafe targets and especially laser marked targets.

verbal ginkgo
#

They will engage laser marked targets when in transition or just moving normally

supple furnace
#
Loiter

verb (used without object)
1.
to linger aimlessly or as if aimless in or about a place:
to loiter around the bus terminal.
2.
to move in a slow, idle manner, making purposeless stops in the course of a trip, journey, errand, etc.:
to loiter on the way to work.
light lintel
#

What are you implying Jastreb?

vital nova
verbal ginkgo
#

@supple furnace You use the loiter waypoint to get the gunship to perform the pylon turn and move nice and constantly counter-clockwise, it would be nice if you could get gunships to stay loitering while still engaging targets designated with laser marker. They do engage vehicles when loitering though, its great, but it would be even better if they were able to engage laser designated targets

light lintel
#

^

verbal ginkgo
#

Double checked it, loitering gunship engages enemy vehicles no problem, but ignores laser marked targets, when ordered to move it starts trying to strafe the laser marker and fires when it can on the laser marker

light lintel
#

is the gunship in careless?

#

i used a ghosthawk loitering in careless once, it mostly just attacks things that shoot at it

#

or are very close to it

verbal ginkgo
#

@light lintel its set to unchanged

#

it seems to switch to careless once it starts loitering, it tunrs on the lights and all, however crew calls out targets and the pilot orders the gunner to fire at them

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also the loiter altitude does not save and resets to -1 on loading mission into the editor

light lintel
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that's weird, i've had it work before

verbal ginkgo
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Ok ig got my gunship to engage the laser marker, turns out the howitzer caused a lockup and the gunner just didn't engage the marker. I made the ammo inherit from 40mm autocannon ammo and the gunner started using that against the laser marker.
However even with aiAmmoUsageFlags = "64 + 128 + 256 + 512"; set for all of the ammo the gunner still does not engage infantry on his own.

verbal ginkgo
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also triple checked the louter WP height setting: nope, it does not get saved and indeed rests to -1 when you load a mission

light lintel
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does the gunner have HE rounds selected?

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and also is this dev or stable? (assuming dev?)

supple furnace
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may be related to ammo cost aswell

slate orchid
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anyone knows about that buffed damage of small calibers? like 545 556 58 127ASP

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is that can make people prefer small caliber one instead of 65 or 762?

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and because of they adjust the 5.8. i wonder they also adjust 6.5 cmr

light lintel
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well small calibres were really weak so I don't think they need to adjust much else

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and 6.5 is fine as it is tbh

fathom totem
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Can someone confirm that for example in M2 Sandstorm on commander commander seat, on the PIP screen it indicates wrong vision mode?

rustic plaza
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it's static test so yes, it will show wrong value once vision mode is changed

timber sorrel
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Is anyone else getting weird behavor from ai crew. I have a test scenario and between dev branch and rc the ai stops following crew commands.

crisp wyvern
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Real pleased with the Jets & Laws of War EBO->PBO transition

slender grove
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@crisp wyvern
Did they change those from EBO to PBO? Or... Do you mean something else?

wispy summit
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@crisp wyvern what have you got planned now that they're pbo?

light lintel
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@slender grove yes

slender grove
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@light lintel
So both?

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:^)

light lintel
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The first 😄

crisp wyvern
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@slender grove @wispy summit For starters, EBO->PBO means being finally able to unpack/debinarize the configs (i.e. via Arma 3 Tools' BankRev) so I can look at them via Notepad++ instead of Config Viewer

full sonnet
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or via a AIO config export

crisp wyvern
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Admittedly I was unfamiliar with AIO config work

lucid crag
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How does that work exactly?

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We are talking about All In One correct?

full sonnet
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uh. yes? I think?

lucid crag
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/s ?

full sonnet
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\s !

lucid crag
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:-(

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Wait a sec, can't you just use \ to ecape commands in discord?

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So, wouldn't it be /s like a regular command?

crisp wyvern
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As for one of the upsides of EBO->PBO: Showcase: Fighter Jets can be unpacked, as can Showcase: Laws of War and IDAP (faction showcase), the Laws of War showcases and even Remnants of War... the music for both DLCs too...

lucid crag
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Now we can see how they did memory magic?

full sonnet
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Doesn't change anything for me ¯_(ツ)_/¯

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I already showed how they made the LOW memory magic

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I posted the scripts on BIF

lucid crag
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I'll have to check it out.

light lintel
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dedmen, the magician we don't deserve

lucid crag
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Someone get this guy a paycheck and we'll deserve it even less

fathom totem
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@rustic plaza no, it isnt static. If you enable night vision as commander(not in optics mode) the text changes from DTV to NVG.

rustic plaza
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So it's semibroken then

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Probably few mfds are still using those non working sources

fathom totem
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@rustic plaza I checked on my HUD and MFD command visionMode returns current vision mode of player instead of optics camera

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Same for flirMode

tame rover
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Added: New optional "useSource" config parameter added to animation definition in the "AnimationSources" vehicle class. The parameter controls whether vehicle customization (bis_fnc_initVehicle) should use the animate (value 0 or not defined) or animateSource (value 1) command. Nice!

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much better than messing around with onPhaseChanged to animate several parts with one VhC option

scarlet root
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typo
class MRAP_02_hmg_base_F: MRAP_02_base_F
ensorPosition = "sensorPos";

blazing sorrel
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Proper HEAT on dev branch now!

crisp wyvern
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@blazing sorrel Also noticed the Nyx tweaks... guess the net result was a however-slight buff?

blazing sorrel
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Maybe. HEAT is super weak rn but they said it was WIP.

crisp wyvern
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Hmmh, looking back I realized that today's only Nyx change besides the turned-out clipping fix was reducing the FireFIST lock delay to 'standard 3 seconds'... but the RPG-42/Titan/Skalpel also using HEAT submunitions is interesting

wispy summit
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Scalpel missiles seem to do bugger all at the moment

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1 wont even kill an Ifrit

slender grove
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@blazing sorrel
When you say 'proper HEAT' what do you mean?

north compass
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submunitions

blazing sorrel
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^

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It simulates the actual jet of molten metal.

slender grove
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@blazing sorrel
So you have the shell impact, them it creates a new projectile with different values that penetrates the armor?

blazing sorrel
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yeee

slender grove
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schmancy!
:O

crisp wyvern
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@slender grove Strike_NOR had some interesting findings on said 'proper HEAT' simulation -- "there is no spalling/fragmentation post-penetration, so you still have to score a direct hit at the crew/module to significantly damage them", but the damage can/does happen... here's their annotated screenshots of a Skalpel impact against the front/right ERA of the base game's OPFOR tank: https://forums.bohemia.net/forums/topic/214947-tanks-damage-improvements/?do=findComment&comment=3278701 ("warning: viewer discretion is advised!")

slender grove
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@crisp wyvern
Any idea of how they get such detail?

crisp wyvern
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Who does, Strike_NOR in describing this stuff or Bohemia's programmers?