#expeditionary_forces

1 messages · Page 2 of 1

restive sundial
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Hmm strange, I can paradrop RHS BMDs in water and they swim to shore just fine

pastel nest
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i know they can go straight

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that's about it

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or change movement direction if they're already speeding forward, that will also work but it wasn't consistent

restive sundial
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curious what happens if I give them a kickstart with setVelocity

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I'm trying to recreate something like this https://youtu.be/XAjYnz2leoo?t=85

Footage of Republic of Korea and U.S. Marines executing a massive combined amphibious forcible entry landing Mar. 31 at Dokseok-ri Beach in Pohang, ROK during exercise Ssang Yong 2014. The exercise demonstrates the combined responsive amphibious and expeditionary capabilities from the sea while enhancing the partnership and interoperability amon...

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pastel nest
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i just tested RHS bmd and if i give them a waypoint that's not in front of them they dont work just like all the rest

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turns on the engine and then just stays there

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even if the waypoint is in front of them they wont move really

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so basically the same as all the other vehicles from other DLCs/mods

restive sundial
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hmmm I see

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I'm using setVelocityModelSpace and it works perfectly well

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But, now I need to force the AI to rev the engine up haha

pastel nest
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thats with EF AAV9s or RHS vehicles?

restive sundial
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EF AAV9s

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but probably works as well with any vehicle

pastel nest
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i see

restive sundial
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once the vehicle is on land it works fine, I might increase the mass so that it can take down trees though

pastel nest
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that might cause strange behavior with physx dampers

restive sundial
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And by the way basically what I'm doing is

  • Start a mission event handler
  • If speed is less than 45kmh then set velocity
  • if surfaceIsWater is false then end the mission event handler
pastel nest
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i dont know if those values scale if you increase/decrease the vehicle mass

restive sundial
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I see, i'll have to test

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Since you guys did a CDLC, do you guys get more visibility when it comes to feedback?

pastel nest
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yea definitely

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i still have to go out of my way to find it sometimes, but yea 😄

soft portal
pastel nest
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if a simple workaround can be made we might look into it

harsh spade
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what does side loading mean on the LLC?

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like what's different about it

pastel nest
harsh spade
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gotcha

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thanks

restive sundial
pastel nest
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awesome

raven axle
restive sundial
# raven axle Send a clip please, i'd like to learn how to make that too

The following runs on each frame:

  • Force the AAV to turn its engineOn (it'll turn off otherwise unless you give it a waypoint)
  • Force engine on
  • check if its speed is under 45kmh
  • if it is then set the velocity to move 13 m/s (~47kmh)
  • If the AAV is no longer over water then stop the mission event handler (basically a loop that runs on each frame, exit if not on water anymore)
addMissionEventHandler ["EachFrame", {
      _thisArgs params["_vehicle";
        _vehicle engineOn true;
    
        if (speed _vehicle < 45) then {
            _vehicle setVelocityModelSpace[0, 13, 0];
        };
    
        if (!surfaceIsWater (position _vehicle)) exitWith {
            removeMissionEventHandler ["EachFrame", _thisEventHandler];
        };
}, [_vehicle]];

You could make it like:

speedAmphibiusVehicleUntilLanding = {
  params["_vehicle";
  addMissionEventHandler ["EachFrame", {
        _thisArgs params["_vehicle";
          _vehicle engineOn true;
      
          if (speed _vehicle < 45) then {
              _vehicle setVelocityModelSpace[0, 13, 0];
          };
      
          if (!surfaceIsWater (position _vehicle)) exitWith {
              removeMissionEventHandler ["EachFrame", _thisEventHandler];
          };
  }, [_vehicle]];
}

And then run it like

  [_vehicle] spawn speedAmphibiusVehicleUntilLanding;

And if you have 8 AAV, let's say you put them in the editor named aav_1, aav_2, etc. (I recommended spawning them in scripts instead) you can do like so.

[aav_1, aav_2, aav_3, aav_4, aav_5, aav_6, aav_7, aav_8] apply {
  [_x] spawn speedAmphibiusVehicleUntilLanding;
}

This will make your AAVs speed up at 45-47kmh until they hit land. You can also disable brakes so that they don't stop right away as soon as they hit sand

soft portal
verbal pawn
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Above script works great. I made it shorter and avoided using onEachFrame. My understanding of onEachFrame is that only one of those commands can be running at a time. If another is ran it will overwrite the previous which could mess up another part of your mission if that matters to you.

_vehicle = this;

AAV_AmphibiousLanding = { params ["_vehicle"]; 
    while {surfaceIsWater (position _vehicle)} do {
    sleep 1;
    _vehicle engineOn true; 
    if (speed _vehicle < 45) then {_vehicle setVelocityModelSpace[0, 13, 0]};
    };
};

[_vehicle] spawn AAV_AmphibiousLanding;```
restive sundial
restive sundial
nocturne granite
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Quick Question...is it save to play the SP Kampagne with ACE medical system or will I have problems?

pastel nest
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I don't recommend it, it wasn't made with that in mind

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No idea what kind of problems you're going to get

soft portal
tired jacinth
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you're setting the velocity

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not adding it.

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So no, every simulation/frame cycle you set it to a same value basically.

raven axle
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does anyone have any idea how to script the cruise missile to launch and fire at a given position like in the campaign?

raven axle
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But yeah the titan is a cool one i'll learn in free time

minor dock
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Not too different AFAIK. VLS should accept fireAtTarget as long as the VLS recognizes the target

restive sundial
# raven axle I meant the Ship VLS missiles not the titan

I wrote a script for that a couple years ago I think, I can't recall of the top of my head but it was something like

west reportRemoteTarget [_target, 9999];
_target confirmSensorTarget [west, true];
_vls fireAtTarget[_target, "weapon_vls_01"];

Where target was a laser target attached to a vehicle, if I recall correctly

cobalt kernel
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Does expeditionary forces cdlc give you a tank

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What exactly does it give

stoic marlin
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🖍️ marine faction

cobalt kernel
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Marine faction is a part of nato right?

soft portal
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No new tanks, there is a new IFV

cobalt kernel
soft portal
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(IFV) Infantry fighting vehicle, it's an amphibious apc called the AAV-9, it has a 30mm, or a 50mm auto cannon.

stoic marlin
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they have both variants of the slammer in desert and woodland camo

stoic marlin
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some very nice MRAPs as well

soft portal
stoic marlin
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they're pretty much the vanilla and tropic skins for it

pastel nest
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you can see more about the DLC content on the steam store page here: https://store.steampowered.com/app/2647830/Arma_3_Creator_DLC_Expeditionary_Forces

The Marines have landed! Explore new warfare capabilities in Arma 3 with the Expeditionary Forces Creator DLC. Prepare your Marines for action on the Amphibious Warfare Ship, assault enemy shores with AAV-9 Mack IFVs and Combat Boats, bring supplies ashore with the LCC-1 Landing Craft, perform raids behind enemy lines with new Hunter reconnaissa...

Price

$7.99

Recommendations

231

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cobalt kernel
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I bought expeditionary forces and i really like it

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But im having so problems with the vehicles

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when they are in the water

pastel nest
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what problems?

cobalt kernel
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only when i water i think

pastel nest
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the boat and landing craft should work

pastel nest
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they work right when the player is in the commander or driver seat

cobalt kernel
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How do i put the tanks in the load thing

pastel nest
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in the campaign we had to script them

cobalt kernel
pastel nest
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if you're driving the vehicle yourself you drive to the front ramp and do "Load Vehicle"

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in EDEN you can just drag and drop the vehicles on the landing craft

pastel nest
# cobalt kernel Wdym

in two of the campaign missions the AI uses the tracked IFVs in the water, but we had to script them to get them to do that

cobalt kernel
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):

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Are you a developer of the dlc?

pastel nest
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yes

cobalt kernel
# pastel nest yes

Great job on the dlc the new faction is really cool

But do you think that problem will ever be fixed?

pastel nest
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thanks, it really depends on BI, we cannot fix that ourselves unfortunately

cobalt kernel
pastel nest
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what drones are you referring to?

cobalt kernel
pastel nest
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ah, they're from the base game, you need a UAV operator, then you can connect to them from the scrollwheel menu and use them that way

radiant urchin
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Hey sorry if this has been asked before, but am I the only one having issues with the doors to the center of the LPD where you can store 2 boats? I open the doors into that area and there's a second set of doors behind them https://imgur.com/a/8UiYrW9 which makes it rather difficult to get into 😂

minor dock
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Known

radiant urchin
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Cool thank you

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Also if I could make one small request for future updates, could we please have an HMG combat boat with 0.50Cal's instead of XM312's and maybe an option in the edit vehicle appearance screen to remove the remote turret, just so those of us who don't use 2035 stuff can justify the vessel 😂
Either way I ❤️ the CDLC, thank you for all your work

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Oh and one final thing I notice the boat racks won't accept modded boats like the vanilla Liberty's boat racks do again not a huge deal because we can always use the ones from the Liberty

pastel nest
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regarding the double set of doors, it's an engine issue, it seems to happen when you change attributes on the ship, only happens in eden editor and will usually fix itself after a bit

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the combat boat rack was made specifically for the combat boat, it's unlikely that will change, mostly because other vehicles would look really odd in it

minor dock
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You sure you're replying to the developer himself and we're aware the ship is not an naval thing you even mean

cobalt kernel
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But its still a cool dlc

minor dock
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You twisted my point all the way, but okay

cobalt kernel
cobalt kernel
languid umbra
faint anvil
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will expeditionary forces eventually be compatible with antistasi?

stoic marlin
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The people in the antistasi discord would probably know

light talon
cobalt kernel
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But all of the other cool stuff makes up for it

faint anvil
pulsar shard
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Is there a mac update coming by any chance?

pastel nest
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i know the mac port is being worked on but i dont have any information beyond that, will ask

burnt geyser
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Why are the belts/magazines so short on the HMGs on the combat boat? 100 bullets doesn't feel like a lot

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Feels like one mean vehicle though, most fun to come to ARMA for a bit I think 😃

pastel nest
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thats how big belts are on all vehicles using the same HMG and box magazine

burnt geyser
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Strange, ARMA tends to lock up for a bit if I'm steering, shooting and taking (Steam) screenshots at the same time

burnt geyser
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(Was playing from the editor)

raven axle
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@pastel nest Hey, wanted to throw in a suggestion, if it won't be too much hassle, maybe a showcase of the Marines just like Armed assault or Combined arms showcase. Showing you guys as a true standalone asset, and maybe a Mortar version of the Hunter or AAV mack.

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I noticed there's another mod out there building US airborne forces and is quite good too, so i say this CDLC is inspiring others. As long as CSAT also gets some love.

burnt geyser
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Oh yes, thought no showcase or scenario (other than the slow starting campaign) was a minus

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But still new to the DLC, haven't even written a review yet

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Zerty/JMW devs didn't get immediately excited, none of my friends seem to yet have this... I have some favourite vehicles though, wondering when we get to run something 🙂

potent panther
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I'm loving it so far, I ran a Zeus scenario with my unit the other day and we had a blast. The Mack being faster than walking speed in the water was a big bonus because now you can transport a bunch of dudes without needing a dedicated boat

pulsar shard
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I'm excited to try this just waiting on the mac port... Dovetails nicely with all the things I'm already interested in within Arma.

chrome crow
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I absolutely love this DLC, but my one question is why did they not just incorporate it into the base game?? I feel like if the gear and vehicles used in this DLC were in the base game, it would give it more incentive to purchase it and enjoy it more??

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I just ended up refunding it considering not many other people bought it and i couldn't find people to run it with me

jaunty escarp
chrome crow
pastel nest
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both we and BI host servers that run all three 2035 DLCs (on top of EF only servers), unfortunately a3 CDLCs are handled this way and its not going to change for the foreseeable future 😦

jade cargo
chrome crow
chrome crow
pastel nest
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No worries 🙂 we understand how many people dislike it ourselves

jade cargo
chrome crow
rapid gorge
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this cdlc has a fire trucks?

winter obsidian
rapid gorge
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oops

cyan nexus
half sequoia
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How do you load vehicles onto the LCC? Not having any luck just driving up and using scrollwheel options, even with ramps open

brittle star
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Are you approaching from the front? You can't load from the stern.

pastel nest
half sequoia
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I'll give the front a try then, thanks! The side-load variant as an option was a bit confusing, I know it works differently for that same reason

bright prism
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Are there any mods that you recommend specifically for Expeditionary Forces?

half sequoia
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Aegis

pastel nest
chrome crow
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how populated are the servers for this DLC though?? like do they usually have a higher player count?? i'd be interested in playing Zeus or something with this DLC, but i probably won't if the server counts aren't high

pastel nest
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we maintain a couple multiplayer coop servers but idk about the zeus ones, you'd have to check and see for yourself

burnt geyser
pastel nest
pastel nest
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merry Christmas!

jaunty escarp
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Congrats!

raven axle
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So china just dropped a 6th gen aircraft, another reason i wish more mods and CDLCs give CSAT more capabilities

jade cargo
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"6th Gen"

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Much like the Su-57 is a "5th Gen" fighter...

languid umbra
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We got naval assets for NATO in Jets DLC and imo this CDLC was a good opportunity to add a few naval assets to CSAT to fill the gap

cyan nexus
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but what if for CSAT Iran?

supple stump
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CSAT Iran gets stealth propeller fighters

languid umbra
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I just meant CSAT in general. Maybe hovercrafts, frigates and aircraft carriers blobdoggoshruggoogly

cyan nexus
supple stump
languid umbra
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Well if you guys just want to shit post take it elsewhere. I was providing genuine suggestions

cyan nexus
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CSAT should definitely have at least 3 Aircraft carrier to cover multiple oceans

languid umbra
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I know. I don't think any major CSAT assets will be added to this CDLC either. But I figured I'd express my opinion anyway

pastel nest
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the focus of the DLC was never naval combat or fighter jets, of all the things that could happen an aircraft carrier or a frigate are very unlikely

west shoal
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Just a wild thonk, but wouldn't it make sense for the Mk66 turret to appear in the MJTF (Navy) faction, rather than having 2 identical copies in the Woodland and Desert factions?

viscid condor
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Can you not stabilize the gun turret on the combat boat? Not really accurate with any waves even at low speeds

pastel nest
west shoal
viscid condor
pastel nest
viscid condor
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Wonder if theres any modded combat boats that figured something out

stable aspen
pastel nest
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And 4 is what you're supposed to use

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Vanilla speedboat also has it and it doesn't work there either

winter sonnet
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Hello! A member of our Discord posted his second video playing our scenario, but this time he played entirely with your CDLC. Would it be possible to share the link here in the chat? Anyway, I wish you a happy 2025!

pastel nest
winter sonnet
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Thanks for the reply. If they torture me for this, I promise I wont mention you! Besides being a good guy, the one who created the video did a solid job, we enjoyed it, and I think it showed off your DLC really well. Thanks again, and best wishes to everyone.
https://youtu.be/cQ4sdnr2eMY?si=5pUHFb-VxGdpjxGa

storm frost
pastel nest
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alright, we got a waiver by the mods 😄

stable aspen
pastel nest
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there was no stabilization at all

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didnt work with 4 or 3 either

stable aspen
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huh, odd, i just tested the speedboat in vanilla, and it had roll stability

pastel nest
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can you explain to me what you mean with roll stability? because i tried again and there's no stabilization whatsoever that i can tell, it should behave like a tank/ifv turret where the gun holds the same direction regardless of where the vehicle is turning or rolling but there's none of that on the speedboat

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behavior on the speed boat and combat boat is exactly the same

west shoal
pastel nest
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ok, so that component works, but there's still no stabilization other than the camera staying level to the horizon

west shoal
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It's not clear from the documentation that mode 4 is meant to do anything other than that. The phrasing suggests it is just roll stab, separate from the other modes.
It might be useful to get dev clarification on how it's intended to behave.

pastel nest
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i tried 3 as well but it didnt work, as i've stated earlier

west shoal
pastel nest
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considering how the boats are moving on water and riding/rolling over waves it would make no sense to me to have only roll stability without all the other components, because it makes aiming extremely hard unless you're almost standing still

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to me this is just a bug, cause if that wasn't the case then with stabilizedinaxes = 3 you'd get the same behavior of tanks, which is not the case

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so whatever problem there is, its out of our CDLC hands 🤷‍♂️

west shoal
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I'm curious what happens if you use mode 4 on a tank turret.
We can obviously see that yaw/pitch stab don't work on boat turrets - it would be interesting to see whether mode 4 isn't applying them because of that bug (in which case it should apply them when used on a tank) or because it just doesn't have yaw/pitch stab at all

pastel nest
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hmmm thats a good idea actually

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will take a look when i get the chance

jade cargo
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Have you asked the BI dudes about this…?

subtle lodge
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Unrelated question

Are there any soft dependencies to other CDLCs ín the campaign included with Expeditionary Forces, and vice versa?

pastel nest
pastel nest
stable aspen
subtle lodge
cunning cedar
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The Tiny Gecko Studios Discord server still isn't in #channel_invites_list like the other CDLC Discords for some reason.

jagged agate
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@crisp flint

steel folio
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Hi folks, this is probably a pretty simple question for most players (I am a rare Arma player that doesn't know much about guns and calibers and stuff) but what's the difference between the AAV-9 and AAV-9A1? Is it basically "9A1 has bigger gun therefore more big shoots"?

minor dock
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Basically indeed

steel folio
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Got it 👍

pastel nest
stable aspen
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i get why its like that, boats do a lot of rocking, and often dont have a point of reference to stabilize onto

jagged agate
pastel nest
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checking in configs no vehicle uses it like a bitmask

tranquil nova
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. Marinarii se instruiesc continuu, cu toate evenimentele care se întâmplă la Marea Neagră. De data aceasta au ieșit la trageri în larg. Tunurile rapide binate cal. 30 mm chiar sunt de efect. Acestea sunt asistate de un radar specific, care sprijină cu date precise tragerea la obiective.
. #puitorplasesimine #divizionul146nave ...

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30-мм автоматическая артиллерийская установка
Скорострельность: 5000-6000 выстрелов в мин. (~100 в сек)

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jagged agate
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@tranquil nova yeah…?

winter obsidian
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maybe this is a suggestion 😄

cyan nexus
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ah yes of course Russian CIWS on American Navy ship

tranquil nova
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Would love to see something for CSAT with a AK-230 or 630

crisp flint
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pastel nest
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o7

pulsar shard
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Wondering if there’s any news on a mac version of expeditionary forces? 🤞

pastel nest
viscid condor
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Whats the best way to consistently get the AI to land and unload vehicles from the LCC?

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So far been having mixed results with move waypoints to slow down and vehicle unload waypoint

pastel nest
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the most reliable way would probably be unitcapture and unitplay

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and a bit of additional scripting

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next patch will have improved handling on the combat boat and lcc when used by the AI (on top of general handling improvements) which should hopefully make it easier to set that up

viscid condor
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Looking forward to that update

cerulean ferry
viscid condor
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Is the campaign coop

minor dock
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No

jagged agate
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Apex one is

viscid condor
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Apex campaign is as old as the dinosaurs

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Dunno why everyones against coop campaigns for this game like do we really need more SP Content

jagged agate
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I believe it is not "being against", it is more a matter of design/time/resources/UX

viscid condor
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UX?

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Idk ive just always felt like this game had a lack of coop campaigns

jagged agate
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UX = user experience
I join you on this however; I always welcome a game that can be played both solo and coop

light talon
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Apex: Co-op
SOG PF: Co-op
Reaction Forces: Co-op
Western Sahara: Co-op

viscid condor
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That's already mentioned

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Not that any of those are had, WS is a great scenario

light talon
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All of those can be considered campaigns

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You get as much playtime from WS and RF persistent scenarios as a full fledged campaign 🤷‍♂️

winter obsidian
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yes. at least 4 to 5 hours of playtime. RF scenario is probably even longer

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they are campaigns. Just found in scenario tab because on technical side they are single scenarios

pastel nest
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Making mp coop campaigns for arma is not easy for lots of reasons, you need a team for mission design and a team for testing and sadly they don't grow on trees

jagged agate
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I grow on trees

pastel nest
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Ticket: Command didn't spawn a team of coders and testers

jagged agate
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it was an italic I 😁 I grow on trees
(the proper bot command is !getMPTeam iirc)

tired jacinth
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If you're going for a more of a dialog driven story it's also way easier for it to make sense if there's only a single player in the game.

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Coop can be PITA to handle all the players at once.

pastel nest
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yea thats also true

jagged agate
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[ WAITING ON ALL PLAYERS TO BE PRESENT ]

cerulean ferry
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Expeditionary Forces Creator DLC was just fully released for Mac, after its client port got updated to 2.18. This took much longer than we'd planned, sorry for the wait. Use -mod=EF to manually load it.

pastel nest
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thank you! great to hear 🥳

pulsar shard
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Nice!!!

raven axle
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On the Amphibious assault vest, i noticed some kind of tablet modelled on some vests...is it like a UAV terminal or some other purpose?

jade cargo
#

Android Team Awareness Kit (ATAK) is an Android smartphone geospatial infrastructure and military situation awareness app. It allows for precision targeting, surrounding land formation intelligence, situational awareness, navigation, and data sharing. This Android app is a part of the larger TAK family of products. ATAK has a plugin architect...

raven axle
jade cargo
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Pretty much, yeah. Plus some more sophisticated stuff.

stoic marlin
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USS Takmyr Welldeck door panel doesnt seem to work when I run it on MP server is this just me or is it a bug?

pastel nest
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no it's a bug, it will be fixed in the next build

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you can change it with the attribute menu in eden right now

pseudo oar
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Hi, thx for the CDLC, its great and I can recomand it to every one. It expands and enchances the whole arma 3 expirance and its absolute lore friendly. Love every addition and the ability to also use it on tanoa. The only caviat I have with it is the lack of CSAT and AAF counterparts.A Hero is only as good as the antihero is. If the Marines CDLC is getting any post launch support, I would wish for at the number 1 spot. Static and or lory based ASM launchers as lore friendly and CDLC friendly targets. They would make for supper kick ass targets to destroy for Force recon forces prior to a invasion. Static Ships for AAF a korvet style ship with turrets or and or landing ship. Like how do the AAF move heavy forces from island to island?! Maybe a LST for the AAF?! For CSAT maybe some big strategic transport plane would also make for some good ambience/targets. SOme more civilian ambiance units. More lorys for like transporting goats/animals lorys with dumbers for sand/ore lorys for grain. We have a small van destructed object for a car that is not in arma 3 . Why is no one giving NATO/Westernf orces a proper MBT? Please, no more Merkava. Can you make a modern MBT to be used for the USMC? More ambiance objects for like tents that can be put in tents, kinda the combat patrol tent. Over all super CDLC, love every bit of it. Thanks for that great job, its a ton of joy. I hope you work on other stuff and we see more of you.

pastel nest
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thank you for the kind words, im happy you like it so much 🙂 development is currently still ongoing, i hope ill be able to share more in the coming months

pseudo oar
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YAY!!!!

stoic marlin
west shoal
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Is there any chance of getting the lifebuoy from the Combat Boat as a standalone prop object (with buoyancy physics, maybe)? It'd be a neat item for naval scenes

pastel nest
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ill look into it, no promises

stoic marlin
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The Combat Boat Cradle Teleporter does what? Assume it will tele troops from boat back onto the ship? Looked on google and it appears its still top new to have any info atm.

pastel nest
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no it is not for that, it's used to retrieve the combat boats when using the rack on an LPD

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or anywhere the condition for the loading action wouldn't trigger correctly

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you drop the module in the water to define the area for retrieval, sync to one or more cradles, when you drive into the area of the module you'll get the action to load the combat boat back on board

stoic marlin
# pastel nest you drop the module in the water to define the area for retrieval, sync to one o...

And is there a way to deploy the boats from the cradles? Ran first Op with the ships well deck open today had people jump on to attend after work and had higher attendance then our weekend ops plenty of praise for your work from my playerbase and my thanks once again for being open to communication and providing guidance. ATM I'm using that upper deck area in pic for VLS Bay found cradle on the starboard side Forward section with an animated sliding door but looked a little small for the combat boat lol. Will have to ask what my players want the laser guided cruise missile artillery or more boats. Had players running a logi squad transporting players and ground assets from ship to shore in my operation was great to see your DLC should see more sales in the next week as about ten of my members watching today decided to get it on the basis of what they saw.

pastel nest
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thanks, im very happy to hear this, it's great to hear how people find the new assets functional and creating new ways of doing things

#

you can deploy the boats like you normally would, just get in, use useraction menu to unload, the engine will place you in a safe position in water

#

it does collision checks automatically when handling VIV, the cradle is basically like a big static truckbed

#

its just hardcoded to only be able to load combat boat type vehicles

#

the space on the side was meant to fit the smaller RHIBs from arma 2, none of the water assets from A3 could fit in there so i ended up leaving it unused

radiant hemlock
#

anyone know how to get the ramp door to open on the LPD with a trigger or calling it on a script?

#

ive been trying to find what the addaction calls by default on the ship to open the door but i cant find it

radiant hemlock
#

nvm i got it

#

private _lpd = nearestObject [thisTrigger, "Land_EF_LPD_hull_02"];
[_lpd, "RearRamp", 1] call EF_fnc_LPDAnims;
playSound3D ['A3\Sounds_F\sfx\alarm_independent.wss', _lpd];

muted pumice
#

Hey chaps - is the USS Takmyr friendly to AI's landing? I can't seem to get any any helo to land on it so far.

#

nevermind - a hidden helipad did the trick

pastel nest
#

yea it needs some handholding

tight lark
#

Kinda sad EF didn't come with the Marine Ospreys those things are amazing. Are you guys planning to add more things to the EF DLC?

cunning cedar
pastel nest
#

Ospreys were considered but I don't like how vtols handle in a3 currently, also i feel the maps are too small to really get some use out of them

#

The blackfish can do VIV at least

#

An osprey would be too small

#

Also planes dont support slingloading either

worn zodiac
jagged agate
#

Fulton incoming 😄

modest helm
#

Is expeditionary forces like got missions or is it open world ?

worn zodiac
modest helm
#

Thanks mate

#

How many missions ?

worn zodiac
modest helm
#

Alright thanks

#

Gonna buy then

#

Thanks a lot

worn zodiac
tight lark
cunning cedar
pastel nest
#

basically we are not supposed to show anything until it's gone through QA in case they're not happy with the quality and set unreal expectations

#

its very rare tho

#

also it's in our own interests not to show anything that is "undercooked" so to speak 😄

tight lark
#

I'm trying to find an LHD amphibious assault ship mod and I can't find any. Wanted to use for the EF Anyone know of any?

pastel nest
#

CUP has one

#

also the atlas LHD

fringe folio
#

Sorry if this has been reported already, but i was just trying out the combat boat (AT) and... would it be possible to add turret stabilisation? it's almost impossible to use the laser designator to aim at anything because of how much the boat rocks from the waves.

fringe folio
#

also can vehicles not be loaded into the LCCs?

pastel nest
fringe folio
#

Thanks, I guess that goes to the expiditionary forces discord? (It just says unknown for me)

cunning cedar
fringe folio
#

Ahhh okay I was doing that but from the rear ramp. Thank you!

pastel nest
#

yes it goes to the TGS discord, and yes it only works from the front ramp unfortunately

cunning cedar
pastel nest
#

because this way the vehicles are unloaded precisely in front of the LCC so when you beach the ship to drop the vehicles you know they'll get dropped in front of you, if you enable 360degrees they may get dropped anywhere, including in the water

#

besides it doesnt make sense from a gameplay perspective, the vehicles are loaded near the ramp in vanilla, it would be silly to load them from the sides or something like that

#

you'd think it was broken or too gamey

#

and the reason why the rear ramp position was disabled is because the game stores the position you load the vehicle from and uses it to drop the vehicle during unload, so you cant do load in the back > unload in the front

west shoal
pastel nest
#

theres a hidden physx box in the middle of the driveable LCC, you cant drive inside it directly

#

something to do with the animated hull

tight lark
#

Does EF have their own discord server?

cyan nexus
#

yes it's in the pinned ^

tight lark
cunning cedar
#

They really should put the servers at the top because people never look at the pinned messages.

empty scarab
#

@pastel nest For the LCC a passenger seat needs to made to keep It In Auto pilot. In Arma3 All boats can use a type of auto pilot when the drive of any ship (Including APC's) holds the "W" key and switch's to a different seat. This keeps the boat In motion. Not sure If this can be added to the LCC landing craft.

pastel nest
#

besides if you're the driver why would you want to switch to a passenger seat?

empty scarab
#

Yes you may test this.

#

Yes the passenger seat needs to be added for long trips sir.

#

I can display and show you. This will give more Insight of what Is speak of.

pastel nest
#

if you can record a video of what you mean i can take a look

#

but this sounds more like some broken AI routine than an intentional feature

empty scarab
#

It should be a feature brother. It makes using the sub nice and smooth along with other boats.

west shoal
pastel nest
#

i wouldn't say its in the engine, but many mods do have a scripted solution like that, i know ACE does too

west shoal
pastel nest
#

huh i see

#

from 2.06, i didnt know it was there

empty scarab
#

I am making the video now.

cunning cedar
# pastel nest i've never heard of such a thing in the game for boats

Yes, if you hold W in any vehicle in water (including things like the Marshal) while you switch to another seat, it will keep driving. It makes long trips much nicer because you can go AFK and still be moving. I found a guy in Warlords who sails SDVs all the way around Altis to get to the enemy airfields and camp them with AA even though it takes 20 minutes.

west shoal
cunning cedar
west shoal
cunning cedar
empty scarab
#

Agreed with @cunning cedar It has been around and take the stress off travel by water.

#

I have been teaching many for years how to use this esp In warlords as bait for jets.

west shoal
#

I'm not in charge of fixing it. You don't have to convince me whether it should be fixed. But BI might decide otherwise, so you can't rely on it, and since it is unintended behaviour, it's not reasonable to expect assets to be designed to exploit it.
I feel like 50% of each of my messages is turning invisible or something, so I'll say it again: there is an actual engine feature to allow you to make use of this, in an intentional way that will not be removed. Use that, so you can have consistent results, and so you can use it even with vehicles that don't have a second seat.

empty scarab
#

This will solve this problem as you said without adding more seats.

cunning cedar
pastel nest
#

anyway that looks indeed like something broken in the engine, i don't plan on designing a feature around something that may change with the next arma patch 😅

upper dove
#

@pastel nest tried to contact you several times...

cyan nexus
#

Making map for EF perhaps

pastel nest
#

i won't confirm nor deny 🕵️

jagged agate
#

about your car's extended warranty

chilly glen
flint gate
#

Weird Q, anyone know where I can find the expeditionary forces dlc heads/faces in the files?

#

Basically trying to make one my custom face so I can use it

chilly glen
pastel nest
flint gate
#

It's for if I'm joining multiplayer that isn't running EF on the server, can I use the faces/heads without the EF expansion enabled?

flint gate
floral halo
#

No, they're encrypted

cunning cedar
pastel nest
flint gate
#

Ahh Coolio no worries thanks

soft portal
#

I know people were talking about this a month ago, but the LCC does go into cruise control if you hold, W+shift for a little while. I accidentally found this out when I was doing a long trip with the LCC, and walked away from a computer for a few minutes, and the ship was still driving at full speed when I got back to my PC.

cunning cedar
soft portal
cunning cedar
soft portal
#

I'm using default vehicles controls.

I doubt it makes a difference, but I was doing this in the editor. Just get the LCC up to full speed for say about 20-30 seconds, and let go of the controls, that's all I did.

#

I just tested it with no mods, and in the editor.

W+Left Shift, and once the LCC-1 gets to 75 kph, I can let go of the controls, and it will maintain 75 kph all on its own.

cunning cedar
soft portal
#

Yes, left shift is default vehicle turbo

pastel nest
#

didnt think there was a hotkey for autopilot ingame

#

out of the box at least

cunning cedar
dark silo
#

There used to be a dedicated key combo in Arma 2 and early Arma 3 that worked like cruise control for all ground vehicles. It hasn't been around in a long while.

agile bronze
queen quartz
#

Why is only like 30% of the destroyer enterable?
I’d love it be able to go into the bridge or maybe the galley

sonic vortex
#

people didnt buy the dlc enough for more interior

pulsar shard
#

I really like this dlc but have to say I bought it expecting access to the entire boat. Maybe more dlc would sell if people got what they expected.

jade cargo
minor dock
#

Also you can try even before buy too

pastel nest
pastel nest
pastel nest
pulsar shard
pastel nest
#

understandable

queen quartz
pastel nest
#

Both

#

There is no hard limit but having too many textures and polygons in scene is not the best idea

#

And time because carving out the geometries and modeling all the extra mesh for the other areas would've taken a lot of time

wanton skiff
#

Does the rifle scope in EF have any special features? It's so bulky that I thought would have laser designation, NV or thermal

wanton skiff
raven axle
#

any possible info on future dlc updates?

minor dock
#

No such info can be disclosed

#

(sorry, I hate that English word)

pastel nest
#

we cant discuss future plans unfortunately

floral halo
#

That kinda sucks, NDAs are cool because you get to do some fun stuff... but never talk about it.

pastel nest
#

indeed 😦

#

but i think BI's policy is better than the alternative, not being able to show anything in advance beats disappointing people with promises you may not be able to keep

floral halo
#

Yeah true, you should have the ability to show people (I haven't been on the Discord in a while) what's upcoming though, it builds hype and interest, rather than "Here's what we got, now deal with it." etc.

#

I mean your work is good, but a little preview would be nice

#

I mean at the end of the day you gotta put out what you got to do, but I mean you're right though, sometimes what's expected isn't what comes out, but in a sense either way you still deal with players discontent, so either way you can't also please everybody too.

lean lily
#

Part of the problem is that sometimes there is ideas that fall apart quite late in development, if those are already teased/showcased you now have a problem with player expectations

pastel nest
#

yea i wont say the process is perfect, i think this was a valuable learning experience for the future, but there is still a fixed pipeline in place, in the case of EF the announcement and closed beta started almost right after QA "certified" the DLC was good to go, and afaik that's how it has always been

#

so in short if we were to reveal anything earlier it wouldn't have been by much, probably 2-3 weeks at most

floral halo
normal viper
#

It works with the Hunter AT, Combat Boat AT, and the AH-99J Python. It also features a way to add the missile camera

rare vine
#

Exedition Forces DLC Keeps Crashing everytime I enable it and Launch the game

cunning cedar
rare vine
#

ok

cunning cedar
rare vine
#

Yeah

#

But it won't load at all. It'll look like it's about to load up but then it won't.

cunning cedar
rare vine
#

I can't

#

It won't load at all

cunning cedar
rare vine
#

The game itself

cunning cedar
rare vine
#

ok

#

Wait how do I access that again? Whenever I launch the game it just loads up

rare vine
#

The game

cunning cedar
rare vine
#

ok

#

I'm on Mac book

cunning cedar
rare vine
#

this is what popped up

#

It says It's missing executable something

cunning cedar
rare vine
#

ok

rare vine
radiant urchin
#

Hey there's no way to hide the turret from the LAAD MRAP like you can with the bobcat is there?
I would love to be able to use it as an unarmed command vehicle with the sensors

pastel nest
#

no there's no provision for that

dusty arrow
#

Why are none of the MJTF / EF helos available with folding rotors? The hangar bay in the LPD or rather the hangar door opening is quite small for anything but a littlebird. Even the MQ-12 barely can make it out.

dusty arrow
#

Jax the Joker. That's why I write with folding, not foldED. Pack/Unpack call it whatever you may

pastel nest
#

because there is no way to tow them ingame

#

i did think about it, but once you drop them there you cant move them anymore

#

if there was towing i would've probably implemented them

dusty arrow
#

I see. Makes sense.

What would you suggest to put into the hangar? Service vehicles or just "fluff" / decoratioN?

pastel nest
#

possibilities are endless 😄 you can even put helicopters with simpleobject enabled and hide the main rotor

#

of course natively the hangar is meant to fit 2 ospreys or hueys/venoms, if you play with cup they should fold and fit correctly

#

and conveniently there is towing in the mod 🙃

cunning cedar
#

EF secretly made just to promote CUP!? 🤯

pastel nest
#

maybe its the other way around 🕵️

dusty arrow
#

Ah right the little white tug 🙂

pastel nest
#

towing tractor, yes

cyan nexus
#

or simply

pastel nest
#

The new patch is now live! 🥳

cerulean ferry
#

Congrats on the anniversary and new update ef

pastel nest
#

thank you!! 🫡

minor dock
#

Hold on? Did we miss the birthday already?

pastel nest
#

nope, the anniversary is today

chilly glen
#

🥳 🎂 🥂

soft portal
#

Congrats on the anniversary, and the update Chair, that new SMG looks pretty cool.

pastel nest
#

thanks mate 🙂

crisp flint
#

Official servers with Arma 3 EF CDLC were updated , there is some technical issue with USNY server so those will be available later (no ETA)

pastel nest
#

alright thank you!

severe temple
#

Out of curiosity what's the Gyra based on?

cunning cedar
pastel nest
#

the vehicle is the puma, only the turrets are (vaguely) based off of that other stuff

severe temple
#

oh neat, i've never heard of this guy before

nimble latch
#

Congrats on the release of the update.

pastel nest
#

Thanks 🫡

fallen mica
#

Why do woodland units use coyote gear instead of woodland or olive?

pastel nest
#

cause marines use coyote gear with woodland irl also so it made sense

fallen mica
#

Any idea why they do that?

fallen mica
#

I was thinking the same 🤣

pastel nest
#

the army doesnt have this problem because they have a single uniform camo, marines still have woodland and desert uniforms so it probably makes things easier

cyan nexus
#

"ALL MUST MTP" - The Army

fallen mica
#

I've tried them on Linovia and coyote gear really stands out in woodland environment. It's fictional version of a unit. I doubt anyone would care, if all gear was woodland on woodland classes. But I guess it's too late for change like that anyway.

shut warren
#

It's more fun

pastel nest
#

that's definitely an incredible feat

#

do you have any additional mods loaded?

#

it shouldn't be possible because the turret config explicitly clears any additional turrets nested inside the main turret

pastel nest
#

if you find a way to replicate this with just EF loaded let me know 🫡

pastel nest
#

ok but how do i replicate it? is there some specific sequence of actions to get that to happen?

#

maybe i know what you mean, they were marked as observers in the UI where the team members are listed? if so that's just a quirk of the engine

#

they're sat in the rear seats where you can turn out of the hatch and fire from the vehicle

#

cant think of anything else

tranquil nova
#

I know its not part of your CDLC but BI didnt bothered about it since Apex released and the pacific CSAT just has no logistics solution for game modes like Warlords

#

And maybe green hex Taru pods aswell? 🥹

#

I am currently working on a WL scenario which has no fast traveling and no combat aviation, so the combat only takes place on the ground and NATO has to move its stuff from island to island with the LCC-1 by sea meanwhile CSAT its stuff by air but for that i am missing a transport heli for the pacific CSAT

tranquil nova
#

And it is armed to the teeth and cant transport trucks, Huron containers or the Taru pods

#

The only thing the Xian can VIV are the fuel barrels on a pallet and the fuel bag but none of the other CSAT vehicles can load them

#

The Xian is the worst imaginable transport plane possible, it cant transport any supplies or supply vehicles nor anything else vehicle related except a Quad, Quilin and Gyra which have logically no supply versions, to me the whole pacific CSAT feels like BI stopped caring about continuity

#

NATO had even without EF CDLC a working supply system but CSAT just dont at all if you cant use the Taru bc of its camo not fitting in jungle environment

pastel nest
#

the taru is a dlc asset, the apex units are also dlc assets, so i wouldn't be allowed to do that other than a simple texture in the virtual garage

void turtle
#

-# Sounds like a perfect opportunity to make Expeditionary Forces - Playable Content Plus 😉

pastel nest
#

but that's not very relevant to my dlc? 🤔

fallen mica
tranquil nova
#

NATO got the Blackfish and with Contact DLC the VIV trucks but CSAT hasnt even VIV trucks, would be great if CSAT finally gets more expeditionary capabilities than what BI left us with

dark silo
# tranquil nova NATO got the Blackfish and with Contact DLC the VIV trucks but CSAT hasnt even V...

CSAT does have a VIV helo in the form of the tilt-fan jet from the Tanoa DLC. It's interior is far more restricted compared to the Blackfish but it's there.

An Mi-26 would be a neat addition. That thing is huge compared to other helos currently in the game. It's size is closer to the before mentioned Blackfish. Truly a cargo helo.

I definitely couldn't say if the Mi-26 would fall into EF's scope though. The marines don't have a designated cargo helo currently either. That honor would go to the CH-53 but that is neither part of vanilla nor EF. (GM 😉)

I quickly looked into it and a better pick would probably be a Changhe Z-18 for the CSAT marines. It would be an equivalent to the marine's current CH-67.

The Z-18 is a looker, too. Unlike the Mi-26. 😂

tranquil nova
tranquil nova
#

If transport helis/planes arent in the scope of EF there would be still the possibility of giving CSAT a landing craft, maybe aircushion based like the chinese Type 726 which is 33m long and can carry max. 60 metric tons, 20 tons less than the L-CAT which the LCC-1 is based on but still a perfect addition

tranquil nova
#

At the end imho CSAT really needs a counterpart for the Blackfish, no matter if it flies or floats, it should just be possible to transport a good ammount of CSATs vehicles on maps like Tanoa without having to ditch your vehicle bc the next objective is on another island

#

Something BI should have thought about while creating the Xian tbh

minor dock
#

For technical perspective, we don't have a possibility of an aircushoned/hovercraft vehicle unless they make an improvements into the game engine, which is less likely. About Xi'an, I heard it was concepted and made in late development stage of Apex Expansion which results the poor aappearance in the Apex Protocol campaign (alongside of Blackfish, both are effectively done the appearance as a prop, not a vehicle). VTOLs are anyways a neglected good feature

dark silo
pastel nest
#

there are several issues that make them not cdlc material imo

#

particle effects aren't good enough/dont work, there are rendering issues with loaded vehicles, physx would be hard to finetune to get a realistic feeling of sliding over the ground (probably not possible)

tranquil nova
tranquil nova
# pastel nest unlikely at this point, same for hovercrafts which lack the entire framework in ...

Why not a Serna class landing craft, it can carry 45 metric tons and is 26m long? https://en.wikipedia.org/wiki/Serna-class_landing_craft

The Serna class, Russian designation Project 11770, is a class of air cavity system landing craft constructed for the Russian Navy. Twelve boats were built by Vostochnaya Verf between 1994 and 2014. Four boats of the export project 11771 were built in 1994.
Four ships of the Project 11771 designation were made specifically for export to other co...

crisp flint
#

Official Arma 3 CDLC EF servers were updated, due to some issues they on #perf_prof_branch server binary , please let me know if there are any other troubles.

main cape
#

not sure why but the 12.7mm ash-12 can use the 9mm magazines from the glock 19x, anyone else seeing this bug?

minor dock
faint sparrow
still thicket
#

Rope in Hand coop mission that comes with the DLC

  1. One of the trucks is flipped in the landing craft making it unplayable

  2. It would be nice if there were map graphics that could be referenced in the briefing. "Escort the dismounts to the factory" ....yeah, which factory? Same comment regarding the LZ that you need to secure. It's not marked on the map. Nor is the location of your final objective.

  3. You sit in Kore forever defending against waves of AAF dismounts and some AFVs while a friendly AAV sits in a battle position on the high ground and does absolutely nothing. There's no indication of approaching enemy or the status of their attack. You just wait for a while. Really boring.

  4. Some sort of respawn would have been nice .. preferably jump to remaining/available side units ..except the flipped truck, of course.

cyan nexus
#

the flipped truck is probably just arma being arma, restarting the mission may give different outcomes

still thicket
#

The content is all encrypted so I can't even open the mission and fix it, along with improving the quality of life stuff

minor dock
#

You don't, creators do

still thicket
#

I'm just going to remake the whole mission. Will fix the things and improve it.

The defense of Kore is really weird anyway.

A Marine rifle platoon with AAVs doing nothing during an enemy attack? Waiting for a recon truck platoon to show up to save them?

The whole concept is janky

I'll just remake the mission with the US Army saving them. 😉

pastel nest
#

unfortunately making a mission centered around vehicles is hard to balance

#

if we put too many friendly AIs then they do all the work for you and you sit there doing nothing, if we put too many enemy vehicles you don't have the tools to deal with them, etc etc

#

this is the first time the flipped truck was reported in over a year since the dlc came out, could be just arma being arma

#

anyway thank you for your feedback, will look into it

#

whatever friendly troops are in Kore, they are supposed to join the fight, depending on how fast or slow you get there the ones at the eastern edge of the town will already be in combat when you get there once the AAF vehicles roll in

still thicket
#

I would love to update this mission for the dev team.

There's some QOL stuff that could be improved.

I think Kore is not doctrinal to a USMC Recon Platoon; it doesn't jive with Arma (design), but imagine if the task was to fight to OPEN the road TO Kore, instead of saving a Marine Rifle platoon with AAV support - which wouldn't need saving by a truck platoon?

winter obsidian
#

sounds like a completely different mission already 😄

pastel nest
#

the point of the mission is to showcase the new hunter variants, so your design wouldnt really work

still thicket
#

My design would absolutely work and still preserve the integrity of the scenarios overall goal of showcasing the new vehicles

You fight your way into Kore instead of defending it.

Players are still using the same vehicles. The tasks are just more realistic

cyan nexus
still thicket
#

I've already built it, so I'm not sure what engine limitations there would be.

Any other excuses?

cyan nexus
#

nah you do you

pastel nest
#

but you already captured kore in the SP campaign...? in lore the LAV platoon is sent to reinforce the mechanized infantry because that is what is available

#

if i wanted to make it super realistic the aviation combat element and carrier group would've razed altis to the ground before the first marine even got to see the island

#

in the end the mission is made to showcase the hunter's mobility and weaponry while maintaining a semblance of plausibility

soft portal
golden bloom
pastel nest
#

Patch 1.2 is now live! Have fun!

pastel salmon
#

new Jet im guessing is inspired by the IRL CCA program, very cool

glass stump
#

stealth harrier!

soft portal
#

Awesome Chair, can't wait to try out the new drone.

crisp flint
#

forgot to mention (so like 7 hours late) , Official Arma 3 CDLC EF servers were updated, please let me know if there are any other troubles.

pastel nest
#

thanks!

subtle lodge
#

Question

#

I'm trying to test the QAV-80 in the VR Simulator, but my UAV Terminals (yes, plural, because I've tried all) dont seem to work on it

cunning cedar
subtle lodge
#

thanks joe, I'll do more digging on what you said!

#

Hopefully I wont have to use a very long script for this

cunning cedar
flat forum
#

Sick! Can't wait to try it

minor dock
#

Then don't wait!

amber marsh
#

Also remember its meant to be an array, [player] joinSilent (createGroup west)

lean lily
#

usually easier to just go into the editor, place down 1 UAV operator and the drone you want to fly

minor dock
#

I mean that's restricted, no?

pastel nest
#

thanks!

prime pelican
#

Playing around with the new Harpy Drone. Made me realize how underbaked the drone controls are. Is there a way to get the Harpy to engage a laser target with the Macer missiles? It doesn't have trouble bombing a laser target, and it even seems to dogfight autonomously.

cunning cedar
prime pelican
#

well that explains that one. Can drones not fire autonomously at IR targets?

cunning cedar
prime pelican
#

That has been my experience too

pastel nest
#

IR seekers need the target to have the engine on or be hot

#

if you spawn an empty tank that's just sitting there turned off it wont be detected by heatseekers

prime pelican
#

In my little test scenario I had a ifv driving around

#

The harpy just didn't seem that interested in it

pastel nest
#

could just be the AI doing its thing

prime pelican
#

Similar to other drones so this isn't an isolated thing yeah

pastel nest
#

i found that without some explicit commands they just tend to fly in circles and ignore threats

cunning cedar
pastel nest
#

you'd have to give them waypoints and handhold them a bit

prime pelican
#

I haven't tried with unguided rockets, but I imagine it's the same.

cunning cedar
#

I'd guess AI are even worse with unguided rockets.

prime pelican
#

Manually flying of course is extremely fun

pastel nest
#

some of the routines for drones are kind of broken, for example the AI overrides the commands for collision and landing lights, dedmen had to change some bits in the engine to at least allow manual control while you're piloting the drone directly

#

i dont think that's already in stable branch, maybe performance

#

we also had to have the particle effects fixed because their position wouldnt get updated to move with the vectoring nozzles

#

it works correctly in profiling already

prime pelican
#

I haven't notice any issues when controlling manually

#

I love how the harpy takes off, is there anyway to make it land vertically automously?

pastel nest
agile bronze
pastel nest
#

with that command it should land vertically

agile bronze
pastel nest
#

yes

wanton skiff
#

I've already crashed 6 of the new Harpies. Have yet to successfully hit a ground target. 😭

wanton skiff
#

Really cool drone though. I am just bad with anything in the air.

agile bronze
light talon
soft portal
#

Chair, I'm having trouble with the PiP in the driver's seat of the Gyra when in first person. The three PiP cameras for the driver are much lower quality than in other vehicles, and the PiP is very jittery. I don't have this problem with any other vehicle, just the Gyra. Tested with no mods, and only EF loaded.

Here's a link to video showing the issue.
https://www.youtube.com/watch?v=3XS-HuIzEMg

opal grove
#

Marid's viewports are not PiP.

#

the mirrors are

#

but yeah i feel like gyra's vieport pips have "hardcoded" refresh rate because the mirrors are in 60fps for me.

cunning cedar
#

Yes, the viewports on the Gyra have to be PiP instead of being transparent (like all other vehicles) for some reason, but I don't remember why.

pastel nest
#

because the viewports are mounted on the hatch which needs to be animated

#

rather than being in the hull

#

the lower FPS is because there are several PIPs being rendered in scene

#

iirc they are refreshed in order once per frame, so if you have 8 PIP sources they get refreshed once every 8 frames each

#

if its just 1 or 2 they get refreshed once every frame or every 2 frames

#

its not a very good solution, the only alternative was going to be stripping certain PIP surfaces

#

or take a very unelegant shortcut and model something different

opal grove
#

oh, because the viewports are actually below the hull, not above it. Did not notice that before

left prism
pastel nest
#

its because they're on the hatch

pastel nest
#

the driver ones dont have it, i commented them out, probably there was some other technical issue

#

like memory points not being animated or something like that

#

or maybe its because the driver proxy is animated

left prism
# pastel nest on some of them, yes

Assuming it is a confirmed "bug" and not just the OP doing something different, putting bboxes on all PiP's might help, when they're spread around.
There did used to be an issue with turrets and moving camera's which meant bboxes broke the camera movement, but it's obvious during testing (if it is still the case).

pastel nest
#

if you ask me what issues specifically i dont remember because its been a while

#

the proxy is animated, im guessing the positions of the bounding boxes werent updated or would give false negatives

#

🤷‍♂️

#

its only the driver ones that are disabled

left prism
#

I have a tank with a driver that has RenderTarget periscopes, mounted on moving hatches, when he turns out, which work both turned-in and out, with bboxes enabled.

pastel nest
#

maybe its related to that

left prism
# pastel nest what bug was this?

The low FPS on the PiP's that you were discussing with stburr?
I was trying to help with a suggestion as to why your vehicle has that issue, as I've seen plenty with just as many PiP's that don't.

pastel nest
left prism
left prism
pastel nest
#

tried changing to 0 but didnt see any difference

#

i also tried reenabling the bounding boxes and they do seem to work

#

whatever was causing problems is not there anymore as far as i can tell

soft portal
#

Is there a way to script the harpy to land on the back of the LPD ship?

pastel nest
#

with landAt command it should land like a helicopter

#

then you can target a specific landing spot

#

there are memory points for each landing pad since 1.1

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*1.2 actually

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CHANGED: LPD now has memory points for helipad spots ("helipad_X_pos") to allow AI to land more precisely

soft portal
#

Maybe I'm misunderstanding something, but neither of these work.

harpy1 landAt [helipad_X_pos, "LAND"];
harpy1 landAt helipad_X_pos;

pastel nest
#

use 1-6 instead of X

#

they're numbered according to the landing spots

tired jacinth
#

don't you need to convert mem point to actual world position first?

soft portal
#

I tried both of these, and neither works with the harpy, or vanilla helicopter.

harpy1 landAt [helipad_1_pos, "LAND"];
harpy1 landAt helipad_1_pos;

I can't get the harpy to successfully land, even on a runway with waypoints from the drone terminal, or a waypoint from the editor. The harpy just crashes into the ground short of the runway.

Has anyone gotten the harpy to successfully land?

sonic vortex
#

"helipadpos"

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and probably need to do what veteran suggests too

soft portal
#

I just want to say that I'm not trying to bust your chops here Chair, I'm just reporting testing results, hopefully it can be helpful.

The harpy will not land on a runway with an editor waypoint, or a waypoint from the drone terminal. The Harpy attempts a conventional landing, but always touches down short of the runway, resulting in the aircraft crashing. I tested with no mods, and only the EF cDLC loaded. I'm using the stable branch version of the game. Test were done on Altis,Stratis, and Tanoa.

The Harpy will not even attempt to land vertical no matter what I have tried, the landAt command does not work either on land, or on the LPD ship.

The MQ-12 Falcon will not land on the back of the LPD with either a editor waypoint, or a waypoint from the drone terminal.

If I place an invisible helipad on the back of the LPD, the Falcon attempts to land, but can't complete the landing.

If I place an invisible helipad on the back of the LPD, and use the landAt command, the Falcon will land on the invisible helipad on the back of the ship.

The Blackfish VTOL will not land on the back of the LPD with an editor waypoint. The Blackfish does land vertically on the back of the LPD with an invisible helipad, and a landAt command.

I don't know if any of this is helpful or not, but just thought I would report my testing results.

pastel nest
#

does the harpy land with the same scripting of the blackfish?

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at the end of the day its an airplane with vtol so the scripting command that works for one should work for the other as well

soft portal
#

I just tested it again with, Plane1 landAt [invispad1, "LAND"]; in the debug console, and when I execute it, it returns false with the Harpy. With the other aircraft, it returns true.

pastel nest
soft portal
pastel nest
#

ok thanks

stable aspen
#

Question, when the harpy is in a hover (vents at 90) and you rotate vents to 75 the aircraft enters a really aggressive pullback maneuver causing it to crash if you're below 150m,
Is there somethin im doing wrong?

minor dock
#

There is something wrong with the configuration but we're still not at the moment to find what did we done

pastel nest
#

im aware of the problem but i dont know if its fixable 😕

pastel nest
pastel nest
#

so whatever it is, there's something the AI really dislikes about combining drones with VTOL

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even when in direct control using the landing autopilot stops working

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normal vtol planes also work with landing autopilot

soft portal
soft portal
fast mulch
#

Does anybody have the Sea Serpent camo pattern?

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like in a png form

pastel nest
fast mulch
#

thanks!

soft portal
#

The MJTF camo is really cool, I'd love to see it for some of the other vehicles, particularly the combat boat.

carmine dock
#

great dlc

soft portal
#

Does anyone know if the side, or rear doors on the Gyra open, if so, were can I find the command for that, I didn't see anything in my quick glance at the configs.

pastel nest
#

they do

pastel nest
#

the rear ramp on the aav9 can also be opened

soft portal
#

Cool, thanks Chair.

pastel nest
soft portal
#

Cool, so we may get a fix for the Harpy, and the Mack in the next stable branch update. It's awesome that BI is still developing a 13 year old game.

minor dock
#

Harpy fix is unrelated to AI, though

pastel nest
#

i think he's referring to it being unable to land

pastel nest
crisp flint