#gameplay_arma
1 messages · Page 1 of 1 (latest)
...Vanilla?
CUP is good
Adds the ARMA 2 NATO
But thats mostly accurate US Forces with a bit of german
cup and rhs
True but I already have that mod
you will want to post the youtube.com link insteand of the shor link if you wan to embed it.
https://www.youtube.com/watch?v=tv_reKQIV64 - Little sneak peak at some systems I'm working on for my dynamic sandbox campaign. I really enjoyed the old Hunter Six mission, and love crew management games like RimWorld, and XCOM, and figured I'd try a go at making Arma 3 into a Mil-Sim Rogue-like. Currently, this scene dynamically spawns up to a maximum of 16 coffins depending on who in your squad was lost during the previous day. (Platoon is a max of 16, more or less modelled it off of Seal Team platoon, and inspired by the TV series and other more 'hollywood' depictions. Its ARMA still, so its clunky as fuck, but here's a WIP.
alive is easier to use in my opinion
https://www.youtube.com/watch?v=HiMRoqK4psk
Has anyone thought about making an arma battle royale (similar to PUBG and Fortnite)? I created this mod so 100 players can play on any map, most stuff randomly placed and generated.
https://steamcommunity.com/sharedfiles/filedetails/?id=2859619470
Zone damage and generation works flawlessly, also with 100 AI/players. It would be interesting for me to try making it standalone, any idea from bohemia?
PUBG is an offshoot of PlayerUnknown’s previous Arma 2 and Arma 3 Battlegrounds mods. Been done before.
but standalone? with bots? and stable?
PUBG is standalone (now), but was a mod for A2 and A3.
Didn't had bots, although AI would work without a problem.
And it was stable, and PUBG is pretty stable right now as well
You have shilled your mod a lot in the discord. Battle Royale also isn’t quite as popular as it once was.
yes, player unknown
What are some ways for a monster to be more powerful and scarier than the players. The monster is a Raptor from a mod.
Limit the player's equipment loadouts.
would it be possible for anyone to teach me how to play arma 3? i'd love some help
!gettingstarted
Arma Reforger
To get started with Arma Reforger its recommended to play through the tutorial, which provides a simple overview of the basic features of the game.
Arma 3
If you're new to playing Arma 3, its recommended to have a read of #info_help_tips and especially the getting started guide (https://community.bistudio.com/wiki/Arma_3_Getting_Started).
Those resources will provide you with a good way to learn the basics of playing Arma 3 in both single- and multiplayer.
yeah ive read that and im using it to the best of my abilities but i fiind it more helpful for someone to like talk to me through it sorta thing
Then try some gameplay before ask I'd say
play through the campaing
do yall prefer CUP us forces or RHSUSAF forces
there are people who like one or the other and some who like both and probably some who dont like either.
I like cup because it has compatibility with most other mods / generic arma where as with RHS everything is changed so its either you play with RHS and the few compatible RHS mods or you get really messed up gameplay
PSA: This channel is not for posting your gameplay footages/videos, but for discussing Arma gameplay/mechanics. Use #videos_arma for posting videos.
cc @snow flame . Also no crosspost
Are there any any mods that add in "garrison" and "breach and clear" commands for use with bots?
The lack of painless interaction with buildings is perhaps the worst part of playing A3 with bots IMO, and the addition of these commands, or at least being able to use ZEUS waypoints (which include some commands that would be really useful in leading units) would seriously improve this IMO.
no
I mean not in a way you would like it to be
buildings have a pre-made pathing for AI that units follow, if a building doesn't have one then no matter what you try they will clip through it rather than breach and clear it
you can see the pathing stuff when you select an AI teammate and try to make him move into the building, it shows you some "baked-in" positions dude can take
How about a garrison command?
Hopefully something for Reforger and A4 I guess, but it would be nice to be able to just order units to set up in a building or an area rather than needing to set them up one by one.
Would also make urban combat a lot more interesting.
so in singleplayer missions clearing buildings is just a one-man job most of the time, grenades, "cake-cutting" and savescumming are your friends (and even if you somehow manage to get an AI inside there is a possibility they may not be able to get out :P)
what do you mean by "garrison" command?
to tell a group to take positions in a building when you're Zeusing?
because as a squad leader you already have capabilities to garrison your teammates through moving them to these specific positions in compounds I mentioned before
LAMBS mod has an AI module/feature that makes units more aggressive and they tend to get into buildings faster than in vanilla but as I said, such "overhauls" of things that cannot be really overhauled tend to cause more bugs, in this case they can just get stuck, go through walls or doors etc
Reforger AI still struggles with getting into buildings but unlike A3, AR is in early access so stuff is being added and fixed all the time with no engine limitations so actual CQC capabilities of AI should be expected
It's a very limited system is all.
Most of the time it's way too much of a hassle to even bother using, especially if you're in combat or expect to be; you effectively have to move each person individually...which isn't fun when you nay have a squad of 9 AI, or say have a platoon sized element with multiple squads.
Hopefully something they'll fix in effusion I guess. It's one of those big glaring faults with the game; fixing it would make for good urban combat where the buildings actually serve a purpose.
iirc CBA has some "clear the building" script in its library that just sends sends units to different building positions 
when I play SP missions I do the house-clearing stuff on my own all the time, fortunately enemy AI stays in these buildings so I have time to prepare for each door breaching. Same goes for commanding your AI, enemy in buildings is not an active threat like 95% of the time so you can safely click on your two or three units, order them to get in, support if necessary and continue to next building. With mods like time-slowing menu it's even more convenient
But yeah, al/building interactions in arma can be fun for a small time, but rarely are practical
Solving that would IMO make the urban combat something I'd look forward to in Reforger/A4
Right now it almost feels like the buildings may as well be set dressing
I don't place my units in buildings because I don't like dying to rocket launchers they try to fire through closed windows 
(or through floors/roofs if you use some CUP buildings)
ZEI and 3den both have a garrison feature, the ZEI one is nice cause it disables path and has an option to create a trigger area around the building to reactive pathing when players are close and it works in Zeus'
Any mods that add it in as a command for leading bots?
add what?
Garrisoning; without needing to set up each person individually.
So, is the Vidda map getting any development on Arma 3 @vivid lion ?
I think bludo loves enfusion too much
sad. Vidda is really beautiful and unique and Arma 4 is years away
Blud stopped working on vidda because lifer's decided it was fun to steal his stuff
and then ded decided to break their mods every week 🙂
Is there a mod that adds larger banner or flag sizes?
anyone know if it is possible to have time trials in a multiplayer mission?
When English people from different counties 2 miles from each other meet:
Does anyone know if there's a mod that features airburst projectiles?
I know the NLAW is airburst in a sense, but I'm more talking about airbursting artillery shells and tank rounds
RHS has M1147 and some russian 125mm airburst round but they simply function as a normal HE round
Yea most of them seems to have airbursting as a planned feature
but I missed the one with RHS M830A1, thanks I'll take a look
Iirc Drongos ordonance and 3cb do have them
@devout rivet videos can be posted in #videos_arma 👍
I'm late to the party, but both are neat personally, though I'd prefer CUP mainly because it is "Vanilla friendly", e.g. sharing the same animations for the most part and having pretty neat designs for their guns, although some of their sound effects sound pretty goofy. RHS is pretty cool as well, and I personally liked the faction mods such as 3CB, although personally the reload animations are jank as hell sometimes. My opinion? if you have space, there is no harm in having both lmao, cause that's what I did and they're both cool, on a side note, my laptop was suffocating for space.
Since I was bored, I decided to toy around with the AI and learn about their perspective, and gained some interesting info for me. This was conducted in the day, with no suppressed weapon, and 50% AI skill, on a fire team patrolling in the town. As I took a shot at one of their teammates, I quickly hid around in the building and switched to spectator view, and clicked M to open the map. Interestingly enough, AI has a "last known target position" which can give interesting results, especially in urban areas. The black circle is the player's location (holed up in a building) and the red circle is the presumed last known location. It took a few minutes before they investigated the location and returned to safe mode when no more shots were fired.
Apache fired a Hellfire missile through the back of the turret, this is the commanders body after I pulled him out.
"147 large avulsions"
Reforger?
Yes
nice blood effects
Yeah I’m pretty sure that’s base game, I don’t currently have any blood mods downloaded to my knowledge
I can't play it (yet) so I don't know how it is, but from what I've seen, it looks very noice
It is if you have people to play with
Otherwise it can get pretty boring
I’d definitely recommend finding a milsim if you’re interested
Had to rescue a downed pilot as a BTR driver. Blufor does gun runs with a little bird trying to destroy us. Our spirits are strong
Man I'm about done with ACE medical, medics don't do shit they just leave their men laying bleeding out in the field and run into the enemy like they're infantry
PIR is where it's at
wait until you find out what medics do in real life
Yeah I got that I'm just sayin' I'm a singleplayer guy so I'm dealing with AI all the time. It'd be nice if ACE was AI friendly but the medics don't do anything
Leave dudes to rot
there could be mods that aid with that
or ACE configuration might have something to allow AI heal you normally
but ACE is more meant for player experience enhacement
AI does not really care what type of injury you got
@winged ether #videos_arma
The medics do stuff they just dont do it in the middle of a firefight just like real life
Unless it’s absolutely critical, medics won’t treat casualties in the middle of a firefight. You win the firefight first, then deal with casualties. Or you end up with more casualties.
What is the mortar max distance it can shoot ? plz 🙂
depends on the mortar
Mhm, bandaging your buddy up isn’t gonna help if the enemy is closing in with cold steel on the end of their barrels, he’s still not gonna be immediately combat effective so may as well shoot back at the enemy
Also I want some people’s opinions on an idea, dunno if this should go here but if not do correct me: what would y’all think about having the ability to actually dig trenches? Like if we look at modern fighting, trenches are not gone and are a huge part of life for a soldier because a ditch in the ground provides cover. I feel having the ability to actually dig a trench would be super neat but idk what sort’ve performance implications it may have
Arma 3 already has a mod which allows you to create cover in the field by digging up a pile of dirt.
Digging down would indeed be nicer, but technically not possible (at least in the RV engine). Enfusion might include it (terrain deformation) in-engine, but I wouldn't keep your hopes up. Digging "up" would still be possible if someone would make a mod for it.
How do you dig "up" from the surface of the ground.
I believe you are thinking of a "pile"
once the ground turns into air (in the direction up) you can't dig anymore.
RV also does have terrain deformation :)
only took 20 years to do it
Except it's very buggy in MP and doesn't allow for small areas (depending on cell size of terrain), so not very useful to dig trenches.
welcome to real life where you cant magically rip off a welded on front sight
#videos_arma please
Has anyone made a BMP-T Terminator mod
no
That's lame
There's 3 pieces of Russian/Soviet tech that arma desperately needs the T-62, MIG-21, and BMP-T
you have t62 on clv
I know, I use that one, but it's not the best. It's not balanced real well with other mod tanks like CUP T-55 or RHS T-series
It looks awesome it's just kinda finicky gameplay wise
You can always be the change you want to see and make them yourself. Modders make what interests them and they spend their free time doing it.
Can't teach an old dog new tricks lol
is there a description/context to go with this link?
also 3CB factions has mig-21s as well as Unsung has them
I have a mod question because I've been searching around with no luck: is there an ACE compat for Project Injury Reaction and Operation Trebuchet/First Contact?
If you have not found any, then probably not. Compatibility patching between mods is not always easy or even possible.
I suppose if PIR has a discord or some other way to contact the makers that could be a good place to ask too.
You do have 3 very gameplay changing mods there so making all of them work together sounds like a nightmare. 
I could swear I've seen a PIR ace compat before. Cant check at the moment though
Did you try to search for it? Second result on Google: https://steamcommunity.com/sharedfiles/filedetails/?id=2537512642
Same applies to OP-FC
I know about the ace compat I'm talking about the Operation Trebuchet ace compat for PiR
Basically so BioFoam and all that halo shit will be usable in PiR
If I group/sync a drone to an AI infantry group, will they use the drone? Like will they be able to detect an enemy ahead of them say over a hill or something out of LOS
I know the AI gets a lot of hate in this game but I will give credit where credit is due.
It's insane how well the games has depicted russian strategy and tactics for over two decades! Putting a bunch of groups in the editor and messing around is scarily close to a 1:1 simulation. Makes you wonder what kind of CIA operatives the AI devs were. After all, they're nowhere to be found today.
With that said there's always room for improvement. Are there any mods to make the AI dumber? It's a bit unrealistic right now. I've seen opfor tanks avoid minefields and no matter how long a battle ensues their artillery rarely hits friendlies :/
Need admins help, Im in voice chat
Stabilt use Vcom ai, and nerf it down. thats should help.
Someone needs to make the urban ghillie suit in arma
PSA: This is not a channel to share your gameplay videos/screenshots but to discuss. In order to share your media, go to #screenshots_arma or #videos_arma
Read your above please
I read it the wrong way around my bad
Question Im looking for the Fort Benning jump towers compostion or workable even. has anyone seen anything like it in Arma?
are there any mods that increase aim120 range? or radar lock on range?
Depends on the asset, the AWES weapons pack with the F-16 gives you a slew of things to chose and lock ranges depending on the missile type
I've played Commandos Strike Force and Counter Strike Condition Zero Deleted Scenes lately
What would people think if ARMA simulated how smoke grenades at close-range choke people?
In Strike Force/Deleted Scenes, AI will get stunned in a brief coughing animation
smoke grenades dont choke you at close range
unless you have literally got it in your mouth
Wouldn't it be an issue indoors at least?
they do you can use them in enclosed spaces like tunnels and basements
they will kill you
Didn't hear anything about that in ARMA, the wiki doesn't mention it at least.
Cool to see
arma doesnt do anything
no
just annoying to breathe
doesnt choke you
obviously depends on the size of the room but its not a problem
1 it uses oxygen as it burns
2 it does effect respiratory system
3 it gives you warnings about its health impacts on the grenade itself
1 i have been in a small room with a smoke grenade in and been fine
We were banned from using smoke grenades in buildings due to respiratory risk from 2008 onwards.
who is we
British Army. We were the OPFOR for the Platoon Commanders Battle Course at the Infantry Battle School in Brecon, Wales. The Directing Staff wouldn't let us troll officers by filling a room with smoke and then proceeded to pass out orders to the company that they were not allowed in buildings due to respiratory complications that could arise.
sounds more like something for the sake of the officers not having to inhale smoke every day
or any days for that matter
Something for sake of the officers..... Are you living in the Napoleonic era?
It was a General Order that had gone out but had not been fully disseminated. A Battle School would have the information first for the purpose of teaching so they gave us the good news. No more hypoxia from huffing in smoke, screening like a bonghit.
im not in the napoleonic era but the british army certainly seems to be
smoke grenades indoors are fine
I give up, this is giving me a migraine.
if you play redux you know what this means
test flights
#videos_arma please
Oh
unless there is something you want to start discussion about with them. but if its just to showcase then the screens and videos channel is the place to poist
ohhh
@haughty shore #videos_arma for video's 😉
@nocturne hatch #videos_arma please
ctfso stuff
@vital summit#videos_arma please
Hello I am looking for a mod that lets me spawn a latrine in ARMA 3 so I can finally use this !
https://steamcommunity.com/sharedfiles/filedetails/?id=2975583316
lol so now people are going to be shitting all over spawn
No links without description. And if you for Arma videos, #screenshots_arma
edgy mode
normal vers
i wonder how do i make this look like unrecord
The Developer of Unrecord a video game title still in development which went viral because of the short in-game demo video showing how realistic the game's graphic and animation, uploaded a short no-clip video to proof that the previous video wasn't fake, and its amazing.
#unrecord #realistic #unrealengine5 #photorealistic #videogames #ultrare...
4K textures?
- leeway
- ultra everything?
maybe like some sort of mod to make the head movement like that
#videos_arma please
@quiet stirrup well since its more a question and not just showcasing, maybe this is better channel.
To answer your question, you cant.
Unrecord uses physical light rendering and real world scan model to achieve the look, but its somewhat faked nevertheless and works only really in that strictly crafted environment with specific lights for all areas so they mimic the real life equicalent.
Arma 3 lacks in options to do this. 4K textures do nothing if lighting and other rendering techniques to put together that kind of scene dont exist
Well I thought it is just "visual" question than the gameplay
Squad's making changes to its infantry gameplay, including to stamina etc., making it more like the original A3 stamina system. Maybe some lessons here for Reforger/A4, if not A3.
https://store.steampowered.com/news/app/393380/view/3658658568012280606?l=english
the fact they werent doing straight line from muzzle from the start just shows how far behind the game is tbh
it wont matter when arma 4 comes out :3
in 2027
Arma is absolute unit.
Honestly Arma is more like a Game engine it self then the actual game.
I think people have more Hours in Editor and Editing arma then actually playing arma.
Eden editor is one of the best features of arma
yeah. If i take my actual gameplay time as X i easily have 10*X in 3DEN's debug/config/function viewers 🙃 And another 3-5*X in external code editors
Editor is the thing what makes it Arma
Yes, and it baffles me that they released Reforger without it.
I'd imagine that the release date was set well in advance. And some problems delayed it :(.
Reminder that the Xbox version of Cold War had the Editor
The word for this is "platform" Arma3 is a platform.
Yeah they call updates to A3 platform updates
I can't figure out the Eden editor
Have you done the tutorial in the editor?
I can't remember but I don't think so I'll do it again if I have
If not I'll come back for help
#arma3_editor is the place to ask those if you got any. Youtube also has quite a lot of guides that can be helpful.
Thanks
#videos_arma Is the place unless you have some discussion you would like to start with that
Oh ok I was trying to reference some gameplay to the experimental build on #reforger_experimental
if you are just showing your gameplay then the streamer channel is for that
#videos_arma if you just want to post video. This channel is for gameplay discussion
as stated few lines above
Sorry i tried to cancel upload but i guess it got through
in such cases you can delete the message
for future reference
👍
i just got shot ;ike 15 times and got back up lick nothing weres the realisim 😭
I don't know which game you got but Arma 3 at least never says it places its point in realism
im playing arma3 my friend said it was "more realistic than sqaud and ready or not"
I would say opposite
I do not know how "realistic" Squad and Ready or Not and what it does even mean by that but
Arma 3 definitely won't filfull that "realism"
do you have a modlist to make arma realistic
wym
I do not know how "realistic" [...] and what it does even mean by that
can jamming and more life like affecets
"More life like affects"?
yea
Is what?
like muzzle fx and explosions dirt being kicked up from bullets to small stuff like that
So you are mixing up "gameplay realism" "accurate depiction" and "photorealistic/dramatic"
yes
soooo... love this game.. but i've only ever done solo missions.. how in the world do i get better and get more involved in things without looking like a moron lmao
Spend time into abyss
huh?
I mean, just trial and error, and learn what Arma does and wants you
A more direct answer for ya: Just ask people. You'd be surprised how many Arma players, Units or not, are willing to just help you learn the game for the sake that it's a baller damn game. Even I'd help you if I found the time to. It's just a manner of finding the people, sure, yes, you'll look like a 'moron' if that's how you want to put it, but it's no different than putting a controller in your parent's hands and saying "This stick moves you forward".
Hit this Panzer IV from the side while it was going downhill full speed. Turret flew off into orbit and the tank hull kept rolling forwards on fire for about 100 feet
absolutely amazing kill
is there any mod that changing the too accruate guns both from the player and the enemy? because it seems that in such a far distance if your iron sight on the enemy you will hit him in one shot. that one is such bullshit. i actually shot m16 and for far targets its very hard to hit.
the accuracy uses real world data
i dont think so. https://www.youtube.com/watch?v=PfyaHueUmho&t=245s thats too accruate
Just a quick demo of realistic gun sounds.
JSRS Mod:
https://steamcommunity.com/workshop/filedetails/?id=861133494
DynaSound 2:
https://steamcommunity.com/sharedfiles/filedetails/?id=825181638&searchtext=
https://www.youtube.com/watch?v=yDSg4TKggSE sniping is broken as well.
This simulation video shows how amazing the legendary Indonesian Sniper, Tatang Koswara, really was. Long story short, Tatang Koswara was the greatest Indonesian Sniper who killed many Fretilin Soldiers in the Operation Seroja (Indonesian invasion of East Timor). He was always equipped with Winchester Model 70 and he always operated in the jungl...
Arma's guns know where they want to shoot, but the user don't. This literally is "skill issue", the gun's accuracy doesn't change regardless how we shoot unlike Conter-Strike
Also please define broken and what exactly you expect. And please tell us you use or want to talk about ACE or non-ACE environment
Whats the best k9 mod for a unit?
there isnt really more than 1 I think
There's https://ptb.discord.com/channels/105462288051380224/1064738952248045588
It's still a WIP though
@brccsh Please use #videos_arma if you want to share your gameplay video
@calm lagoon I have heard of cell phone cameras. But you said that they were sneaking up on people alone in isolated areas
For those just joining this discussion from #reforger_feedback , we are talking about stealth gameplay
I never said that, But Im not about to keep going on with this convo, obviously you are entitled to your opinion just as I am. I know how this server operates, and you are not about to set me up lol... Good day
Oh alright. Wasn't trying to set you up I was just curious to know why there would be recordings of that. Either way, I don't think what you want (being able to sneak up to within 20ft of people in quiet environments) is very realistic. Noisy ones sure. Busy ones definitely. But some guy standing out in a field on a nice quiet day is going to hear you coming up behind him
looks nice but wrong channel I'm afraid
The game runs really nice just needs refinement
no way, k9 body armor
This is not a video posting channel but discussion channel. #videos_arma to post a video.
Ty
how long did you tinker with the controls to get it running on the deck? i've tried but couldn't set them up well enough to be playable
I just used the default controls I didn’t tinker
Its reforger btw
Yeah thats gonna he impossible unless someone mods it to include controls similar to Reforger
which sadly won't happen
What're the mods other than Indonesia 2035?
this looks kinda like leaked irl war footage lol
Anyone know if RHS for Arma 3 is gonna get the dev updates?
So like im looking for a mod. That adds dip... like smokeless tobacco. Ik about immersion cigs but i wanna put a dip in... so who has one for me
Most likely there aren't any.
CUP Scopes are gorgeous
that does look great
LMAO
NVG on with scope at the same time ??
It do be possible
not irl
but tis arma
yeah
A different approach to zeus.
[not an a3l server]
Think cop roleplay is overrated? And does anybody know any good mods for this type of gameplay?
I think that kind of a situation relies pretty much fully on full on role playing if both sides are players.
If there are AI involved then it will require mission scripting for AI behavior and role-playing from players to play by the set rules the AI follow.
Think people will continue to enjoy these operations with ai controlled civilians? With limited scripts (for now)?
if it works there are likely people who would enjoy such too sure.
Anybody know a cold war mod for opfor that has the T-55? Not the CWR mod.
Hell, maybe have the players engage in roleplay and just control the AI to run
I love this
First of all, The map featured in this screenshot is the project america's limestone florida, which is great for RP or an invasion on US soil type mission. Project america has factions that include police and even vehicles.
My suggestion would be to use the police as a third party or play as police to insert yourself into conflicts created by eden, zeus or both. Missions where you save people from armed criminals or search for intel in a drug house would be ideal too
It is possible IRL, just awkward.
Passive night vision shooting is a thing.
@lime falcon #videos_arma is the place for videos
Thank you
?????????
ofp battle of iraq mod cti
A 1970s~ Soviet Motor Rifle Battalion Tactical Group as Represented in Arma. Shockingly Playable with 2 Headless Clients. Its based on various TO&E Documents I could find. Not perfect in a few ways but its also as close as i care with arma. This uses RHS,Pooks ATGMs, and 1 Weapon from Unsung cause AFRF doesn't have a older RPK 😦
what do you mean by playable? This group needs at least an equally sized opponent, so make that 4 headless clients 😛
I'd guess that it wont go so well (performance) when they all start shooting each other
@sour wharf Use #videos_arma for just a gameplay footage
oh ok mb
I mean its 60 fps on altis with them alone
yeah but the group needs an enemy force... and fighting causes even more frame drop. If it works - all the better, but i'm sceptical, that it will be peformant enough in real game scenario
I'm having issues with control binding in Arma with a H.O.T.A.S System (Logitech X56), mainly with throttle and button binding.
I move the throttle forward, instead of increasing gradually it goes straight up to 100%, pull it back and it goes all the way down to 0%. No clue why.
Also when I bind some of the buttons, they register, bind but do absolutely nothing in game.
Do I benefit anything of 144hz gaming monitor vs my old 60hz?
Personally, I say no. Go for a larger size instead (just not ultrawide).
Also if you mean in Arma, more no I'd say. 144 FPS does not make you anything better in Arma, even 60
144hz is a most have for a gaming monitor
unless you can't hit 144fps in Arma, then no it is not a most have
and even if you have, the "30 fpsers" are capable of mopping the floor with someone going past 100 frames, the netcode and input lag in Arma titles exists in a way higher refresh rate does not give you any benefit at all.
but he asked for a gaming monitor. not for a arma monitor. also it doesn't really hurt, maybe he wants to play sometimes other games too.
60hz is really old tech and shouldn't me used for anything else then office applications.
i own a 144hz monitor since 2013?
channel's topic is pretty straightforward so this is indeed a question regarding Arma games
And a topic that has been done more than a month ago
#videos_arma for video posting
@cerulean ivy #videos_arma is the place for videos.
is there a channel where i can post my arma issue?
#arma3_troubleshooting if its for troubleshooting?
Hard to tell if you don't say what its about
please dont ask to ask, just ask
Do you think Bohemia would ever consider a VR version of Arma? I think they would be able to create something no one has ever seen before, with their unparalleled approach to authenticity and immersion. Sadly, I wonder if there is a big enough commercial market to warrant them trying.
Unlikely I think. Like you said the market is not big and it can cost quite a bit to make game vr compatible
Just take a look at Project Lucie
if anything I'd expect some passive support for VR goggles just like you can do so in Arma 3. Since Enfusion is more of a tool than whatever you have access to in RV, perhaps you'd be able to add more functions to it
VR-only games suck.
Amazing, their first foray into the VR space! Thanks, this gives me hope!
ehm
you did not see the "abandoned", did you? 
it's been dead for large number of months
Such a pity, I shall have to manage my expectations then. I recently stumbled across a kickstarter (Tier One: Direct Action) from some Arma-inspired developers for a tactical VR shooter. Maybe they could apply to be in the Bohemia incubator program? I still feel like VR would be a wonderful (parallel) evolution for the Arma franchise, while we wait for the rest of Reforger and Arma 4 to materialize.
While we wait 
Seems like they are investing into VR
https://www.lupa.cz/aktuality/majitele-bohemia-interactive-a-parlamentnich-listu-investuji-do-rozsirene-reality-spoluzakladatele-bohemky/
in Arma view distance is important so you will need high resolutions which makes it very expensive on VR (both computationally and monetarily)
10,000 hours mark, i'm cooked
1.14 years of idling your computer 24/7. Or around 2.7h a day for the last 10 years. Either way, an impressive streak.
Please don't offense me idling Launcher for a freaking long time for zero reason
Of all the things I am, stupid is not one of them. I choose my words fairly wisely 😜
Just a suggestion based on people helping people in disasters, maybe suggest missions based on rescue. I vaguely remember something in Take on Helicopters about rescuing but that's been forever ago.
Anyway I hope this story will inspire Bohemia or a scenario creator to create something similar with Reforger. There was a a lot of civilian's with helicopters helping reach these remote people with medical, water, and food supplies that were cut off.
Ultimately just a good story of people helping one anther:
In case anyone is following this, there's someone I follow who contributed! Posting for awareness and helping these communities in need. It's a great story of people helping out each other!
https://www.youtube.com/watch?v=nQAPEBKhMS8&ab_channel=CleetusMcFarland
Why are weapon lights and vehicle lights so ridiculously weak in Arma 3?
These are both normal sized weapon lights available on the market with runtimes of over an hour, not to mention what would be available in 2035 (improved batteries and LEDs).
Lights in Arma seem to barely go over 50m.
Gameplay reason maybe
lights shine straight through buildings and walls. if vehicle lights would reach further, it would look very awkward in towns etc
Dunno man seems bright enough to shoot whoever is shining it
Assuming I have map tiles for a given map, does anyone know of any webapps that can be used as a strategic map tool? Not live linked to a server but with good tools for drawing/updating front lines, unit positions and so on?
Intent being for tracking a campaign progress and briefing purposes
I've used this a few times, might be neat for you https://maps.plan-ops.fr/
Oh that is cool! Unfortunately the map I'm planning to use is one of the few missing though lol
Looks like it's FOSS though so may be able to stand up my own copy
What map are you using?
Werferlingen
Oh must be blind I guess lol, scrolled through and didn't see it
It happens 😄
Well thanks, I'll have a go with this see if it suits my needs, drawing tools do some a bit limited(no splines?) but I'll give it a proper go from my pc instead of phone
Whoever made parachutes in arma reforger you deserve an award made the game 1,000,000 times better
where did you get the files?
what you mean? i just used that site
👍
right looks like they are the game exported files
not the actual files from the ebos
is there something you want to discuss about the video? if its just to post the link then #videos_arma is the place to go
all good 👍
@sweet patio ya, you have PvP public severs
KOTH can be played with or without mods, it is a type of game
no no i only host mission any more m8
2 or 3 factions, a central area to capture, more guys in the zone take points, first faction at 100 pts win.
yes i remember that back in A2
Ya but this is PvP.
With TvT, you know it, factions are led by commanders, who have to plan the mission + brief the guys before the game.
yup
So it is on private servers only, with registered teams and so on.
yes sir
A complete different Arma experience, so ya, we cannot reduce it as PvP like the other PvP modes on public servers Arma provides.
yeah iv done all that for years and years, so im kinda in to the smaller more small team coop missions as it were
so im 64 i hope that dont make you dislike me
Ahah, no worry m8!
My respects sir!
thx m8
so thats why i guess i like ground missions with like 10 guys
i never got to do that in the Air Force
but its super nice chating with you m8 im going to hit the hay ok m8
or bed time as it were
C U m8 by
c u, thanks for this moment 😉
Anyone know any visual effect mods to make this a bit more grimy and dusty
I could be wrong but hasn't Israel just destroyed A3's CSAT plot?
What will we do when there are no credible bad guys anymore? Oh the humanity. I guess China better step it up.
I am not in favor of China invading but since the US and its allies are occupied "elsewhere" there won't ever be a better time to do so....
So I am guessing that if they don't do it this year they will never do
They are probably trying to win the more important "economic" war anyway... that is the war they are into
Buying Panama, Buying the whole of africa, controlling rare earth minerals and controlling the markets
Maybe Arma 4 will be a economic/financial warfare simulation 😅
Arma has always needed more spreadsheets.
And There's was always moon n@zis I guess.
Arma 4: Engage in commercial sanctions against your rivals, increase tariffs, buy back bonds, re industrialize your country and issue paper money to overwhelm your enemies in inflation! 😅
Let's keep the politics & current(past) conflicts off this discord 👍
You need to take over manual control of the turret:
https://i.imgur.com/C82gw4n.png
Alternately, the truck's run out of ammo supplies but I doubt this since vanilla trucks have enough supplies to keep vehicles firing longer than the duration of a normal mission.
That being said, I haven't played Warlords in a while, so I dunno if any balance changes were made to reduce the amount of ammo that supply trucks can reload.
Was messing with RHS NOD’s and they seem to be broken from when I last played. Anyone know how to fix this?
Didn’t know what channel to put this in, either. If anyone can guide me please do so
Use just RHS and see if the problem persists. IIRC, RHS does nothing with night vision.
Visual wise? Or as in with updates?
Visual wise; I think RHS has not been updated in a few years.
Arma can not be used for training
VBS is the commercial training software for military use
form different compnay
BI studios
Lol yes it can.
Im aware of VBS.
No. Arma 3 license: https://www.bohemia.net/community/licenses/arma3-end-user-license
Thats reforger

Hey chaps, not quite sure where to go for this; I was wondering if anyone had any resources/tips for fixed wing and rotary logi/medivac/CAS? Making a course for my unit however I need to brush up on it myself before I can even consider helping others
Depends whether ARMA 3 or Reforger
The question was a while ago. reply ping might be in order 😅
Ah bugger, must have been a deleted message? The channel was showing unread message highlight... Didn't check the time on that message...
It's probably something about free nitro or some shit getting auto removed
some carrier ops in SP
no spam please
and no links without descriptions
Sorry about that
Just a gameplay clip, nothing crazy. The link will take you to the medal site.
Sorry if this is the wrong channel, I was looking for somewhere to put clips lol.
If you are looking to post your ingame video, #videos_arma
To post your ingame screenshot, #screenshots_arma
Thanks fam.
How hard it would be for arma Devs to add the possibility to shoot inside a basecompartment without any mods ? Is it something easy to do ?
Genuinely
what game is this related to? #reforger_questions #arma3_questions would likely be better place to ask as it connects to specific game
arma reforger
is it possible to have a more arcade experience than what it is today?
play on the server : KOTH
you asked for an arcade experience, i just gave u a server that has an arcade experience
well yeah, i was asking in a more general scope not specific gamemodes or a server to play
Arma 3 targeting review - revision 2 - posted in ARMA 3 - GENERAL: As follow-up to the first such analysis for A3, here is the second revision.I am looking for input on mistakes, forgotten aspects or topics, or simple and specific suggestions to improve the current state. Let me first give a brief high level overview/demonstration of some of the core fundamental issues in practical terms: 1) Once a capable player gets into a plane or chopper with AT missiles, it...
One issues I see is turrets still operating with engine off. While I know that features exist in real life, as engine can't handle it well, it should probably be disabled
One thing caught my eye there: "AI can even hear slow movement" This doesn't seem to be right.
I put all skill settings to max and tried crawling towards the AI from behind in broad daylight. The first reaction happened only 2-3 meters away.
About 8m when I walked upright.
thats a different issue
A3 has tweaked the hearing abilities
the point of that ticket is that it even picks up slow movement/sneaking (too well)
I meant I can't see that.
They don't pick up my slow movement too well
Unless you consider hearing someone walking (slowly) behind you at 8m superhuman.
Even after they've already spotted me, I can still crawl from behind and poke them with the barrel before they notice me again.
you dont seem to get it
they reduced the hearing abilities in general
not the difference of speed of movement
do some debugs as presented back then; then we can continue the discussion
You're right, I'm not getting it. i'll read the tickets more thoroughly. edit. Nah, I'm either daft or tired, but I can't see the problem in A3 anymore. 😦
Use Action Differentiation - posted in ARMA 3 - DEVELOPMENT BRANCH: Hi there, recent update of development branch contain a simple, yet quite important change of interaction controls. Use default action and Use selected action are now separated to different key binds and have slightly altered functionality. Before, the Use default action use to interact with surroundings and also open and confirm contextual ( action / command / radio ) menu selections. Now, it will no...
@sly kelp wrong channel ... use #communities_arma3 #videos_arma #multiplayer_pvp (ofc not all, just the correct one for correct posts)
@limpid pulsar is there a chance to have a desc.ext option for the "model sinking into ground at distance when in grass" to disable it?
like it is obvious that BI doesnt plan to put time into improving the system, nor dropping it - so an option to toggle it for PvP missions/when desired would a good compromise
class ActiveSensorsOn: None
{
shortcut = "ActiveSensorsToggle";
priority = 25;
text = "LOC - Radar on";
textDefault = "LOC - Radar on";
showWindow = 0;
};
class ActiveSensorsOff: None
{
shortcut = "ActiveSensorsToggle";
priority = 25;
text = "LOC - Radar off";
textDefault = "LOC - Radar off";
showWindow = 0;
};```
Cannot register unknown string STR_USRACT_ACTIVESENSORSTOGGLE
Cannot register unknown string STR_CONTROLS_TOOLTIPS_SENSORS
Could we have a script command of some sort to disable the auto lock for missiles? Something that does it per mission or per object. For example, this disableWeaponTargetLock "WeaponName" or this disableWeaponTargetLock [gunner this, "weaponName"]
So that, for example, if I don't want the Kajman's ATGMs to lock on, but remain SACLOS guided.
And with the second example above, I could make it such that if the gunner dies/is not present, the pilot can still use the missiles.
biggest issue with manually guided missiles is that they behave like the typical "game" missile (HL2 etc). You point at some object, and the missile flies there, somehow, on its own accord.. If its past the object, it loops back around and tries to hit the object.
(non topdown) SACLOS, like TOW etc do not work this way. The missile always corrects its flight to keep in the center of the gunner reticle. This ensures that you do not have to lead targets that are within engagement "envelope". It rides along the "imaginary beam" of the gunners optic.
Page 1 of 2 - Arma 3 targeting review - revision 2 - posted in ARMA 3 - GENERAL: As follow-up to the first such analysis for A3, here is the second revision.I am looking for input on mistakes, forgotten aspects or topics, or simple and specific suggestions to improve the current state. Let me first give a brief high level overview/demonstration of some of the core fundamental issues in practical terms: 1) Once a capable player gets into a plane or chopper with A...
@SuicideKing#6140
@spare lagoon Once a capable player gets into a plane or chopper with AT missiles, it virtually stops all ground vehicle use as the radar picks up targets even beyond viewable and "viewdistance" (engine term) range easily and reliably.
OMG this 😭
It's so stupid
Will read through the post and add suggestions in another day or two
First off, I'm working off assumption, I did not read the preceding articles. Based on that, I would like to see a variation of how ACRE works for implementation of "radar". My understanding (of how ACRE works) is that signals are blocked or masked by terrain features and influenced by height above sea level. If "look down" radar is implemented, I would expect that altitude (as well as passive/active radar) would affect returns. Additionally, I would expect terrain features to block any off angle attacks.
References include any Dale Brown book ever written. 😉
I would love to see proper SEAD and you know
A difference between radar and infrared sensors.
er, missiles.
Because for some reason my plane can detect infrared missiles being fired at it????
Both things I would like to see too (SEAD and terrain interference with radar)
Additionally, and i'll add this to kju's thread, I don't think radar should pick up IR (obviously), nor should it be able to pick up vehicles on the ground that don't have active radar (because irl there will be a lot of stuff moving on the ground, not sure the signals will be clear. afaik ground radar on planes doesn't pick up non radar things, but could be wrong)
While we're on the subject of SEAD, it would be good if the Cheetah and Tigris (and other modded radar AA) can turn off their radar. They lose their ability to detect aircraft, and SEAD planes can't pick them up in turn.
Learn from Wargame's mechanics, BIS 😄
Removing IR detection from radar, apart from being less silly, will give thermal optics a purpose in life.
Let target locking be enabled for the current thermal signature being pointed at, but make this sufficiently unreliable as well, such that it makes for good gameplay. (i.e. sufficient alteration in thermal signature should break the lock)
I don't mind if IFF is automatic for radar, tbh, as there are probably enough keybinds already. 😄
There should, of course, be no automatic IFF for IR targets.
I'm okay with aircraft being able to detect incoming IR missiles...for the sake of balancing and mission making I find it convenient. Air distances are small in Arma and the time to see and react to missiles is quite less (especially because at the moment you're likely to be fired upon from within a 2km radius). Additionally, in vanilla Arma most missiless are IR, so countermeasures would become mostly useless (because few would actually deploy them)
If this needs to be made optional then a server side or mission side parameter to toggle it would be nice.
I would like to see different grades of missiles, with weaker MANPADs, for example. Combined with a half-decent damage model on planes, could make it quite interesting.
@limpid pulsar read all the things. 😄 😛
I feel sorry for him sometimes. If you'd see how many times people invoke his name per day....
@sour mango @ancient timber 💥
I did not invoke thee...
Across all the communities too 😄
@dense glade I thought about this with SuicideKing's remarks in mind about how "in vanilla Arma most missiles are IR"... would you agree that most vanilla missiles would be IR under such a differentiating-between-IR-and-radar system?
Yes.
Well, no, kinda.
I can detect them coming my way, so I should actually say no.
I should not be able to detect MANPADS. I should not be able to detect titans in any way, if they're SACLOS.
(Yes, SACLOS AA missiles are a thing.)
But on the flipside, chaff/flares are very effective against them, and as far as I know, there is no ECM system in Arma 3.
(The chaff/flares I don't necessarily mind. Chaff works against radar, flares against infrared.)
Yeah but the problem is, if you can't detect MANPADs via sesnors, you will most likely get hit, given the way the AI engages (at <2km, often <1200m)
thats why preemptive flare dropping is order of day for helicopters/attack planes
well, fair enough.
I'd still rather have this optional (whether opt-in or opt-out, I don't really care) via some sort of mission/server side command.
(and BI would need to look at missile/flare/damage balancing again)
@dense glade But on the flipside, chaff/flares are very effective against them, and as far as I know, there is no ECM system in Arma 3. (The chaff/flares I don't necessarily mind. Chaff works against radar, flares against infrared.)
A nice point, and of course if we get differentiation in deployed countermeasures then it's only fair to expect that Bohemia implement them for all current CM-equipped craft... imagining how ECM would work in vanilla is tricky because I fully imagine that that has to wait on Bohemia's reveal of how they're changing radar/sensor end user use.
@sour mango That's why you see planes launch flares no matter what. If you watch A-10 training, they deploy them as they go in for their attack run.
I know that, (to quote my own answer to X3KJ, "well, fair enough"), but I have to look at what works for a community in general, and if there's going to be a change like this (i.e. a warning about something is removed), then it can't catch people off guard. The way the community I play with works means that this is a possibility (open community, lots of working/busy people, etc).
Hence, while I agree it's realistic and all, I would like control over it in a mission, so that it can be tailored to the people I play with. As I mentioned, even if it's opt-out it's fine (so i could use something like vehicle IRMissileWarningEnabled true)
The thing with the launch flares no matter what is, in Arma, and with AI, the missile launches happen very fast and lock is from any angle, and the accuracy is pretty much perfect. IRL you'd need to lock on to the hottest part (e.g. engine of the aircraft), and the chance of a missile/targetting module getting confused is high.
So in Arma you could get hit by 4 missiles from the front when you're approaching for the attack, 1km out. Missile will likely be too close for you to react, and given how flares work (a bunch of them are launched together, as opposed to say in DCS where it's one by one), there's a fair chance you won't be able to flare again for the trailing missiles (and the trailing missiles won't get distracted by the first set of flares)
TL;DR:
- I'm not opposed to not having IR missile warnings per se
- I would however like some control over this feature, even a simple opt-out would do
- How IR missiles work in terms of locking from the launcher, rate of fire, speed, sensitivity to background heat signatures, etc. would need review and possible revision.
@sour mango you need to post in the BI forum thread
with the plane and tank DLC there is some chance at least to see change
Yeah i will 😅
Just want to finish today's second exam!
I never intended to get so detailed here.
good 😈
@sour mango I like the idea of having the warnings being optional even more. But I'd like to see the mechanics of AA to be more realistic. If I can eject from a helicopter, I want to see the main rotor blow off like how they do with real helicopters you can eject from, and it'd be even cooler if you weren't able to do that past a certain damage threshold.
I'd also like to see radar missiles with both active and passive radar.
@sour mango you can already specify which type of missile launch warning you want to have
https://community.bistudio.com/wiki?title=A3_Targeting_config_reference&redirect=no#incomingMissileDetectionSystem
it lets you use flags 2, 4 and 8 as well (like for any other detection/locking type)
@dense glade if you eject from CSAT vtol then you can't deploy parachutes 😄
That doesn't make sense.
but i will buy all the DLC
BI deservere it
😒
@dawn cosmos but that's in CfgAmmo - isn't that specific to the weapon or something? Can I change those values dynamically, in mission?
incomingmissiledetection is cfgvehicles
you cant change it dynamically, but cant you inject config into missions? You can easily create a copy of the vehicles classes you want and just change that setting
I won't say I know how to do that, will have to see, but thanks!
But of course, if they do revise the entire system, a script level thing would be way better.
id say they should just include different "upgrade" versions of the same vehicles. One with low tech common stuff and one with "next-gen" stuff . It would only require very little 3d work to add some sensors and stuff onto existing vehicles. https://upload.wikimedia.org/wikipedia/commons/c/c8/AN-AAR-47_Sensors_mounted_on_Osprey_aircraft.jpg
Unlikely to happen, 3D work, given that they've refused to give us a 5 + 1 or 6 + 1 seated armed prowler
seats and interior - lots of work. Little sensor stubbles attached to exterior - very little work
@dawn cosmos they probably put more work to take those seats out than put them in (i'm talking about the NATO LSV, which is an open thing, so exterior/interior is the same thing really).
They literally have to stick the guns on the unarmed prowler
And change nothing else
on the model, at least.
They won't do it because it doensn't have a use in the campaign
That's pretty much it as far as i can tell.
@spare lagoon the post has been made. 😃
good to see 😃 lets hope it will have an impact
I'd like to suggest the possibility of only inverting the mouse when the mouse is used for control of aircraft/helicopters, and not when looking around
@sour mango Can't you already do that by changing mouse up/down in the aircraft controls?
@surreal vigil I never thought of that :o
Thanks a lot, will try!
RGN grenade throwing is terrible
they're impossible to aim
if anyone from BIS can reliably and reproducibly throw an RGN grenade into a window from 5m away i'll award them a virtual medal
the point of release appears to be different than everything else
just RGN, not RGO?
I find RGOs predictable
strange
RGN's are lighter and therefore have a different aimpoint, but I don't find them to be unpredictable
what I did notice just now when doing some scientific testing 😉 is that throwing a grenade changes the aimpoint, as through grenades had recoil, so I had to readjust the aim back to the original point between throws otherwise after 3-4 grenades I started hitting the window frame and having grenades bounce back at me
in terms of trajectory, chemlights and even smoke grenades are all different
They are made from bad pennies
with the same aimpoint, RGNs have the greatest range, which is ironic given the fact that they are 'defensive', RGOs have range just greater than chemlights and smoke grenades are halfway between the two
wait, no I always get those two mixed up, the RGO is defensive, RGN is offensive
although the RGO has a much larger range ... the Soviet nomenclature is very confusing
why is it ironic that you can throw a lighter grenade further?
defensive grenades are supposed to have a longer range because they are thrown from cover out in to the open. Offensive grenades are for throwing inside structures, which you generally have to be close to do accurately
@X3KJ - because a defensive grenade by definition wouldn't need to be thrown as far
it's theoretically defensive because you are using it at close range
in reality, despite the naming convention, the real, Russian RGO (the 'defensive' grenade) apparently has a larger lethal radius, not a smaller one (according to Wikipedia)
I've given up trying to understand the logic
i suppose the idea is that you'll be throwing it at hoards of attackers
rather than throwing it into a trench/building/room/bunker while your troops are charging in
BTW i thought even in Arma the RGN is offensive (smaller radius) and RGO is the devensive (larger radius)?
@zealous estuary thats not ironic, thats standard grenade nomenclature - defensive grenades are for trowing when you are behind solid cover and have large radius and more fragments. Assault grenades dont have much fragments to not endanger your assault. These terms where coined in WW1 iirc, so they may not be 100% applicable to modern day fighting.
I'm sticking to what I said - the defensive grenades are for the people furthest away from you, offensive grenades for those closest to you? Does that strike no-one else as contradictory?
https://forums.bistudio.com/topic/200469-jets-hitpoints/
https://forums.bistudio.com/topic/200467-jets-sensor-overhaul/
https://forums.bistudio.com/topic/200468-jets-custom-info/
Flying jets in combat used to be quite binary in Arma. You fly or die. We herd you like hitpoints, so we put more hitpoints in your airplane so you can ...
Magic radar is dead, long live the feature-creep! Before we start I recommend you to reset your keybinds to A3 or Apex preset (and dump all the ...
@daring dock well played 👍
❤
❤️
very very nice. still hoping for upgraded flightmechanics though :/
just put a point on a discussion about RGN/RGO. RGN is offensive grenade which features ~2000 very small frags weithing 0.1-0.2g or so, with effective radius of 5 -6 meters. It means that it can be used in an open field, and you are not expected to get harmed from it. RGO defensive grenade is techincally same, but has additional frag cover, containing larger and heavier frags, which longer keep their speed and lethal effect after explosion, defensive grenades are commonly used from solid cover indeed. Different variants can be harmful for distance up to 200m (for example F-1 grenade)
@dawn cosmos There's no AFM for Jets planned or in development.
We'll still try to do some tweaks, but it's not our primary goal for Jets. We tried to focus on the radar because it can be benefitial to other content too and can add some variety into scenarios.
focus on radar was an excellent decision
^
will a loadout selector for aircraft make it in for Jets? (via the virtual garage, for, example)
Thats something I'd like to know as well. Sort of like the A2 ACE Module, but better.
Yeah I mean right now it's possible via scripting but just tedious. And a lot of times the missile/bomb models don't show up, etc.
@sour mango That would require a revamp in how the missiles/bombs are proxied and the vehicle configured from what I recall
¯_(ツ)_/¯
I mean re: the missile/bomb models
I'm sure BIS can figure out how possible or impossible it is...i mean, i'm just curious, it would be nice, and quite fitting for the DLC.
Nah aircraft addons have already done it (my old F-35B port from 2014) included... it's just that the vanilla aircraft at last check still handle things the way it was with vanilla aircraft in A2
Ah
Well then they should totally do it! 😃
(since they're tinkering around with sensors and hitpoints anyway...)
An 'engine-native'/unscripted version of loadout menu is trickier to imagine, I admit
performs ritual sacrifices in the name of @limpid pulsar
I'm not sure if even VBS3 has that as an unscripted in-mission thing as opposed to 'at the Editor level' (Offline Mission Editor and Real Time Editor)... although its solution, well...
... imagine if the 'loadout selector' consisted of you dragging munitions into/from the vehicle inventory menu. -_-
Via editor is fine too, tbh
Probably more sensible than having two versions of the Buzzard with different loadouts...
@sour mango Only if VhC gets expanded to capabilities beyond loadout though... because the Buzzards are not just different in loadouts 😉
😮 what else is different?
@sour mango The Buzzard (CAS), Neophron, and Wipeout have forward-looking (30 degrees 'visual' [TV?], 60 degrees IR) passive detection cones plus a Radar Warning Receiver good out to 8 km... while the Buzzard (AA) pairs the RWR with forward-looking (120 degree) active radar toggled via LCtrl+R 😄
@chilly oar oh you mean NOW there's a difference 😄
Uh huh 😄 Somehow I suspect that the premium jets will lean on the latter difference, possibly paired with TV/IR?
oukej previously gave range numbers for the above jets but those seem to be reduced in the current dev build or maybe I'm misinterpreting the displays (it might also be that for example the TV detection has something like half the range of the IR)
But there's neat stuff like contacts going from Unknown to Helicopter to PO-30 Orca in the sensor display as it comes closer within one's detection cones
Hmmm yeah if they make it like that then it may be different to have a completely unified loadout system (i.e. One Buzzard with different sets of loadouts) but maybe each type of Buzzard could gets its own set of loadouts? idk. I just feel they'll reduce their own work in the long run with a unified system.
The problem being that now we know for a fact that vehicle-specific capabilities are a thing outside of the usual 'munitions/textures' scope of people's conception of a loadout editor
Hmmm. I think it's still doable in a similar way, but it's probably for BIS to figure out further :P
I don't know enough of this side of Arma to offer any real ideas.
I'm thinking more of the UI/player side of things, how should such customization be handled for mission creators and players
From my PoV as a mission maker I'll be satisfied even if it's just handled via the Garage in the editor
like Textures are
Provide a set of pre-configured loadouts
Perhaps... but then imagine if loadouts are moved to a menu but then the Editor entries end up representing different radar capabilities because this is what happened to the Buzzard
Yeah so if you put down an AA buzzard, then you get AA/SEAD stuff (i.e. things that can use the radar)
If you put down a CAS buzzard, you get CAS loadouts
In this case though that's a difference in sensors now
Alternatively, both Buzzards get the same radar type
But the weapons can't use them if they're supposed to
i.e. IR missiles can't lock on to radar targets
Ehhhh the Buzzard (AA) already deals with that since both variants use the same two-SRAAM loadout that's basically been on every Bohemia jet ever, just that this time it's got four Zephyrs in place of A-G munitions
So...I'm sorry I think i'm having trouble understanding you 😅
(it's late :/ )
Could you explain again please where you think a problem/conflict may arise?
Basically "if we move loadout variation to an Editor menu (i.e. Garage) or to an in-mission GUI, where SHOULD vehicle-actual-variation go?" I'd count differing sensor capabilities under the latter
By "vehicle-actual-variation" you mean, for example, Buzzard (AA) vs Buzzard (CAS) as two different vehicles?
I wonder if planes will get an basic altitude/heading autopilot once the sensors start to become more involved
@sour mango That seems to be where Bohemia's gone here
Ah.
Okay. So yes, I'd count differing sensors under the same
What I meant was, if that's how it's going to be done, then you can at the moment place them as two separate things in the editor
That's my inclination as well
And you could right click them, and be taken to the loadout thing, which would then give you appropriate (i.e. valid according to sensor capability) loadouts
I'd admittedly prefer a single plane thing, but maybe it'll break missions using them as separate things.
But let's see. I'm happy we've had this discussion at least, something for BI devs to read on a monday morning 😛
@sour mango I'd admittedly prefer a single plane thing, but maybe it'll break missions using them as separate things. A peril I had to learn in my early days porting the F-35B, to say nothing of the fact that if you want one 'base' vehicle in the Editor you'd better have somewhere else for variant capabilities to be selectable
I see...
If the Buzzard (AA)'s current differentiation is representative of Bohemia's design philosophy for Jets, then yeah this is relevant
Yup, I get it now 😃
Previously the Buzzard (AA) was merely the first jet loadout from Bohemia to have an air-to-air loadout beyond two SRAAMs (don't remember if it had an actual differences besides that before), but now there's a variant-specific capabilities difference too... obviously this sort of thing was possible at the config level but now that it's now end user (player or mission maker)-accessible and not merely modder accessible...
@daring dock I don't know how visual/contrast sensors are supposed to work, but if i'm not wrong they use reflected UV light? In which case, will visual sensors have impaired range at night in A3?
Just randomly thought of this while washing dishes 😄
@sour mango I suppose it depends on what kinds of real life visual/contrast/electro-optical (?) sensors the in-game ones are standing in for... ditto for the in-game IR sensor 'versus' the real-life counterpart
@daring dock Any particular reason that the Hellcat co-pilot's turret doesn't count as EO/IR sensors??
could be interesting if they manage to fix its searchlight
maybe at night the vision cone could be limited to the searchlight?
haha sometimes i think we ask too much of Arma 😛
Nah, for me it was a logic thing -- why shouldn't the Hellcat's turret count as an EO/IR sensor, is this leadership not prioritizing it in the leadup to Jets or a conscious decision?
oh no i meant the visual cone being limited to the searchlight's spread, at night. What you're saying is definitely a valid question.
Mmmm... well I didn't even notice the searchlight functionality working in the first place 😛
Dammit
I would kinda be interested in seeing if the searchlight would make a difference as far as the vehicle's detectability on other vehicles' visual sensor(s)
... though I was confused by why the heck the IR sensor was seemingly affected by view distance on some aircraft
Added: A new setFeatureType script command (parameters: 0 - disable, 1 - object is always visible to object view distance, 2 - objects is visible to terrain view distance, limit is 500 map/static object and 200 dynamic objects including config features and auto features (flying helicopters, airplanes)) ```
Might change things...
@sour mango Though what I was referring to was this from the Arma 3 Sensors article on the BIKI:
viewDistanceLimitCoef = -1; // -1 if undef; limits the range by view distance```
Those two properties are within the *airTarget* or *groundTarget* subclasses of a sensor component class, those two subclasses defining the sensor's detection range in look-up or look-down conditions; "*It's possible to cap the range by viewDistance (or its portion) for systems that work within visual range. Set the DistanceLimitCoefs to -1 to disable any impact of view distance on the sensor for beyond visual range systems*."
yeah it should be independent imo
but i suppose it's configurable so can be changed
whether they actually do change it is another thing...
More like I'm not sure how what you described will interact with what I described
The above config properties have -1 in the vanilla active radar... but for some reason they were set to 1 for the IR and visual sensors
@sour mango No idea if this'll work as intended, but it occurred to me that since Arma 3 guided weapons (more particularly missiles) use the same sensor system as vehicles albeit with independently-configured locking capabilities, it might be possible to use PassiveRadarSensorComponent to simulate anti-radiation missiles...
Same 😄 unfortunately I don't know how to test this in SP
Take the example missile config (CfgAmmo) from the Arma 3 Sensors BIKI and use componentType = "PassiveRadarSensorComponent"; then tweak numbers
shilkas could be a Tank DLC bonus 😛
I was thinking of the Cheetah and Tigris actually
Have the ARM's passive radar sensor inherit from the passive radar template (simulates a RWR) and adjust to simulate an ARM's detection/tracking capabilities
That way when an AAA turns on its active radar it lights itself up on the ARM's passive radar, much less the launching aircraft's
@chilly oar would you know how to rig a shrike for example?
@meager jetty Unfortunately this knowledge is theoretical... as I said, I don't know how to test this in SP
bummer, would really love to see a working example for this stuff 😃
Same... as said, the above is based on my interpretation of the current sensor configs and the BIKI missile example config
oh yeah, for the Tigris and Cheetah it's of course valid
it's just that they also have missiles that are afaik IR
@sour mango I imagine that you mean the Tunguska? (Re: "missiles that afaik IR")
no no
I mean the Tigris and Cheetah
I said Shilka since it doesn't have missiles (IR or otherwise)
I always assumed that the Tigris was supposed to be a future tungushka 😄
Looking into this now, actually... 😛
@sour mango Both the Cheetah and Tigris would claim the 'Future Tunguska' role then 😛 since both the Tigris and Cheetah are actually calling the same missile (weapons, magazines, and ammo)... the ammo at first glance does not appear to have been configured with Sensors, which would override some of the existing missile ammo properties (i.e. airLock = 2; to target air units only, irLock = 1; to be able to lock air/ground vehicles with irTarget = 1;, laserLock = 0; and nvLock = 0; so that it can't lock onto LaserTarget or NVTarget objects [i.e. IR Strobes])... oh, and the ammo has weaponLockSystem = "2+16"; which is indeed IR plus... something: https://community.bistudio.com/wiki/A3_Targeting_config_reference#weaponLockSystem which works versus this: https://community.bistudio.com/wiki/A3_Targeting_config_reference#incomingMissileDetectionSystem
@sour mango And once again all non-NATO/CSAT factions are out of luck... AAF doesn't have a SPAAG
Shilka for AAF!
And well...Cheetah and Tigris are 95% the same thing anyway 😄
Even in looks
Cheetah has just has heavier armour, i think
Shilka for AAF! I hear that! It is interesting that the Cheetah/Tigris' Titan AA missiles are not yet converted over to the Sensors system, I look forward to what the devs might do with them
@limpid pulsar is it possible to get an alternative crosshair, or replace the existing one with something wider? Like a circle or something. Problem being that the current one is two accurate, however it's useful for checking whether the barrel is being obstructed by visible or invisible collisison meshes, or figuring out whether the weapon is resting as you want it.
A wider more inaccurate crosshair would be nice. Could perhaps make it a difficulty setting, such that the "easy" crosshair is the current one, "hard" crosshair is the circular one (with the third option being to hide it entirely). A difficulty setting would make it enforceable server side as well.
I'm willing to make a feedback ticket on it too, if you think it's worth the effort.
Tweaked: Enemy detection by plain sight is now limited by the object view distance
😮
does that mean what I think it means?
well most A3 vehicles should still have radar capabilities to fire beyond OVD; also AI info share within the group is probably not affected either
still for modding at least this is great news
How will that affect dedicated servers?
@spare lagoon well most A3 vehicles should still have radar capabilities to fire beyond OVD The vanilla defaults thusfar suggest that this is only for a few select vehicles with (both active and passive) radar -- off the top of my head in vanilla that's the attack helos, the Buzzard (AA), and the SPAAGs -- while infrared/laser/nightvision/visual-equipped vehicles can be affected by OVD within the boundaries of the minRange and maxRange... there's a bunch on it here: https://community.bistudio.com/wiki/Arma_3_Sensors#class_AirTarget (Disclosure: I didn't write it but I did converse with oukej about the topic)
dont get me wrong - A3 had already restricted the locking/targeting capabilities to more reasonable levels - my point was the remaining ones with the ability wont be affected I assume - for ground vehicles/non AA tanks it might
@spare lagoon The most recent changelogs have had changes coming for armor though... and as of the 18 January 2017 changelog a bunch of sensor stuff (both under the hood at the template level and at the individual vehicle level) got changed around some 😮 even if most apparent in aircraft
i dont get what you are trying to imply
my point was the remaining ones with the ability wont be affected I assume - for ground vehicles/non AA tanks it might Am I correctly parsing this sentence to mean that essentially vehicles without active radar will basically be the ones 'really' affected gameplay-wise whereas those with essentially continue as before?
I'm toying around with the new sensors and set an activeRadar to be maxRange = 12000, but the range circle stays at 8000. Also, how do I designate a radar target with the new system? T and R didn't do anything for me
range of the display circle is separate https://community.bistudio.com/wiki/Arma_3_Custom_Info#Modules_and_properties
oh, ok, can one toggle between close and long ranges?
ah, it's on the page, thanks!
read the page, you can define multiple ranges
as for locking, you probably need sensors defined in your ammo https://community.bistudio.com/wiki/Arma_3_Sensors#Example_Config_-_full_definition
componentType = "ActiveRadarSensorComponent"; and/or componentType = "PassiveRadarSensorComponent";
oh, so the E-2 without weaponry cannot recon an air threat then?
not sure if target marking with the T and R keys is based on the aircraft sensor or the weapon/ammo
see if you can get @daring dock to answer here https://forums.bistudio.com/topic/200467-jets-sensor-overhaul/
ok, thanks for your help! Somehow changed the radar display now to 6km instead of 12 😃
@meager jetty Hey, I've been checking the sensor/display stuff out a bunch so it's nice to see someone else make use of it!
@chilly oar I'll try to rig the shrike with the new settings next
@meager jetty Please let me know your findings when you do, since when I last checked the vanilla missiles had not been set up with sensors yet, only vehicles
@chilly oar good point. I used the sensors wiki page for setting it up as active, but I fail to see the tigris on radar. I might have not the right settings for ground radar
You could try experimenting by having the groundTarget subclass have the same settings as airTarget
it's almost the same, just maxRange is 3000 instead of 12000
did ground radar work for anyone yet?
Wait, define what you mean by ground radar here?
in the radar display, I don't see ground targets
Could you Discord message me your config for the SensorsManagerComponent class?
And perhaps your sensor displays while you're at it?
sure, give me some minutes
The only vanilla assets able to see BVR are the radar equipped anti-air platforms, gunships and Buzzard. The AI switches the radar on in Combat only so far. We'll probably change it to Aware and Combat.
Radar is the only thing that allows players or AI to see targets beyond view distance. At least that's the standard we'll be probably sticking to. You can eventually configure it differently for your mods.
they can see beyond visual range, but they can't see through ground obstacles right? i.e. you can use terrain to hide from radar?
and "BVR" in arma terms = beyond the object view distance?
@daring dock Thanks for your advice re: what's going on re: AI use of radar... though scripting commands to force/prevent use would be cool... as would clarification re: "you're only able to detect a radar if you're positioned within that radar's scan sector"
@zealous estuary I think that that is configurable, but my understanding is that the Buzzard active radar (at last check it's the closest to the active radar config template) for example is less effective than gunship active radar (has -1 for groundNoiseDistanceCoef and maxGroundNoiseDistance properties) at distinguishing from ground clutter
@nova spade Yep, see here: https://youtu.be/-D79b6jE0_Y#t=48 and a minute later https://youtu.be/-D79b6jE0_Y#t=108 and oukej's remarks that Goal would be to make you invisible if you are skilled enough to fly NOE. Not just because you grabbed an airplane that was lucky enough to get stealthy shapes ;) (although it may help) on page 6 of the Sensor overhaul thread 😃
This is Buzzard AA, right?
What's the counter to radar air defence?
And do the gunships get Air-to-air radar, or ground radar?
NOE flight, chaff
i noe right
Nap of the earth. "Ground hugging" , "tree top level", etc.
Thanks to @daring dock and @chilly oar help the very experimental build of the EA-6B was able to detect a Tigris with passive radar sensors and the sensors enabled Shrike was able to engage it. Configs are up at http://tetet.de/arma/arma3/Download/unsung/EA6B/ . Crude, but functional for this passive radar / ARM experiment.
👍
Yay SEAD. I don't know why i like SEAD so much.
its such a cheeky thing. finding someone by the way theyre trying to spot you
😃 Yeah. And it's also an aircraft taking out anti-aircraft. Anti-anti-aircraft. so much fun.
It's an anti-anti-aircraft-aircraft
@sour mango This is Buzzard AA, right? It was Buzzard (AA) that was closest to the active radar template, but then recently both loadouts got switched over to active radar/IR for some reason (previously the Buzzard (CAS) had IR/visual like the Neophron and Wipeout) though they gained laser and NV sensors to go with the passive radar sensor
What's the counter to radar air defence? What -FM- said combined with non-civilian vanilla aircraft having a passive radar sensor and the vanilla SPAAGs currently only having an active radar sensor; with current vanilla ranges the active radar emitter would be detected at ranges far in excess of their own... currently up to 12 km air/ground maxRange on SensorTemplatePassiveRadar vs. 6 km air/2 km ground for the Buzzards, 6 km air/3 km ground for the SPAAGs, and 3 km air/ground for the gunships (the SensorTemplateActiveRadar specifies 5 km air/3 km ground)
And do the gunships get Air-to-air radar, or ground radar? Remember that sensors do both in theory thanks to separate airTarget and groundTarget subclasses, so in current dev branch build it's ground-oriented: it can detect air- and ground-silhouetted targets within 3 km (before range-affecting coefficients such as RCS) but it's pointed downwards at a 30 degree angle (the angleRangeVertical = 90; so I'm guessing that means the upper edge thereof is only 15 degrees above the long axis of the gunship) and while it's better at the template at differentiating vs. ground clutter, it's also only able to detect targets going at 300 km/h or less...
what about active radar homing missiles? HARM etc?
and will turning off radar reduce accuracy for an incoming missile? (assuming it was a passive radar lock in the first place?)
i.e. I'm a mobile AA, I have radar enabled, an aircraft detects my radar and launches a missile. To counter I immediately turn off my radar - will doing so give me an increased survival or is it all over once the missile is in the air
and will aircraft detect radar lock-on (targeting radar) and not just incoming missiles?
@chilly oar thanks for the write up, haven't had time to read and digest it though 😅
@zealous estuary Good questions that ought to be in the sensors overhaul thread 😃 although I could have sworn that active radar was only available on the AGM-88E (AARGM) upgrade...
@zealous estuary will aircraft detect radar lock-on (targeting radar) and not just incoming missiles I had thought that that was what the orange indicator on a sensor display/the old 'radar' was?
@chilly oar maybe it was? I never really noticed/associated the two
so I just watched a few jet videos (faster than replicating the scenarios myself) the orange indicator isn't always visible, seems a lot of the time it's beyond the radar range. The rest of the time, especially with AI, there's hardly time between radar lock and missile launch and impact, so you're reacting to that and not looking at the radar so much. I guess the latter is a particular problem with the scale of Arma, the launch site is probably very close so the time available to process information and react accordingly is small
@Chortles#3140 well honestly i think that makes more sense, re: Buzzard. In fact, I'd even say that all planes have active radar, although the gameplay use for this is questionable for the others. But yeah, afaik even with guns/IR AA missiles one can highlight the target via radar (but that doesn't count as a "lock" for the munitions.
Re: SEAD - i meant more along the lines of "what munitions now count as HARM?". All CAS planes have ATGMs, but are they going to be IR/visual, or ARM? Will there be additional variants with SEAD capabilities? Etc.
Current combo of ATGM + Rocket + Bombs is kinda weird, i think traditionally loadouts are usually ground attack, i.e. bombs + HE rockets OR SEAD, i.e. ARMs + maybe ATGMs, OR Anti-tank, i.e. ATGMs + AP rockets etc.
Re: Gunship - thanks for the info! No real comments to add, except that it's maybe puzzling - i'm not sure yet what active ground radar is supposed to pick up. I think oukej suggested doppler something?
@zealous estuary good points re: ARMs losing track of targets, got to add that wargame micro 😄
@sour mango I think the reason the Wipeout doesn't have a(n) active radar is because it's got the big gun in the nose instead 😛 The Neophron's presumable real-life counterpart may have supported a radar, and the Buzzard's real-life counterpart does... but gameplay-wise I guess the in-game active radar and the game's 3D-world-overlaid white square brackets/target lead indicator (in the case of guns) are meant to simulate different systems? As for "even with guns/IR AA missiles one can highlight the target via radar (but that doesn't count as a "lock" for the munitions."... remember that vehicle's onboard sensors =/= guided weapon's sensors, or did you mean the white brackets/target lead indicator stuff by "highlight the target via radar"?
Re: CAS jet current loadouts -- I had tended to take the Neophron and Wipeout loadouts as essentially "do a bit of both close air and air interdiction", with the former trading gun ammo/AGMs/GBUs for rockets (both AP and HE types) compared to the latter.
or did you mean the white brackets/target lead indicator stuf
yes
Neophron is supposed to be based on the YAK-130 iirc
light attack aircraft for Su-25 replacement.[45] This version will have cockpit and engine armour, a GSh-301 gun, and either the Phazotron Kopyo radar with mechanical or electronic beam scanning, or the Tikhomirov NIIP Osa passive phased array radar.[46]```
So while it makes sense for the A10 (should A10s get any AA missisles at all?), Neophron absolutely should imo
has the Warthog ever been armed with AA missiles? Does it have the ability to protect itself from air, or is it expected to operate under the cover of air superiority fighters?
I know that in DCS, you can get AIM-9Xs for the A-10C
I would expect that they'd have upgraded it with the capability, but it would necessarily be short range only since the A-10 lacks radar. Against most fighters with standoff capability, it seems like the A-10 would be dead before it even knew it had company?
I guess AA missiles would really only be good for helicopters
@zealous estuary Both Northrop Grumman and USAF pages cite the AIM-9 as well as the AN/ALQ-131 ECM pod, both of which were modeled for A2's A-10A
modelled as in part of the object model, or modelled as in the presence of the ECM reduced the ability to lock onto the A-10?
Don't need a radar for AIM-9 though, it has its own thermal seeker
However I think on the AIM-9X, aircraft radar can be used to steer the missile in to a BVR target area via datalink when in LOAL mode
but A-10s don't use AIM-9X, and it still uses the thermal seeker for terminal guidance (i.e. actual lock-on)
@chilly oar for the record, yes i meant the white brackets/lead indicator stuff, i noticed i forgot to write the word "yes" 😄
@median ruin That's the point. Since the only AA capability the A-10 has is IR based it's ability to engage air targets is limited to relatively short range. An aircraft with radar would make relatively easy pickings of the slow A-10 and it would be unable to fight back. ECM would give some passive defence but I wouldn't want to rely on it. I expect the inclusion of AIM-9 in the A-10 loadout is more for attacking slow movers like helicopters that can't really fight back and not other jets, though if the circumstances arose it could obviously be used for that. You'd have to be a pretty sorry fast jet pilot to let an A-10 get the drop on you.
so this whole side thread started with SuicideKing wondering whether the Wipeout should be armed with AA missiles given the fact that it doesn't have radar. IMHO the answer is 'maybe', while it's not going to be targeting other jets very often it would be well within it's capabilities to target helicopters (attack or transport)
ECM isn't passive. It works by continuous emission of signals (i.e. active defence) that are the same type as the return signal that the enemy's sensors are looking for. But because the sensor can no longer calculate an accurate time between its own signal emission and the return of that same signal, it cannot determine range
you can tell what direction the ECM signal is coming from though
chaff, flares and decoys are passive countermeasures
Wipeout should be armed with AA missiles given the fact that it doesn't have radar
Nah, those were meant to be two separate lines of thought. Was questioning the AA missiles given the A-10's role, not the relation to the radar.
And yeah, i suppose token defensive capability + limited anti-helicopter capability would make sense.
Neophron defintely looks like a candidate for active radar
I'll put all of this into the sensors feedback thread, either on friday evening or over the weekend
@zealous estuary modelled as in part of the object model, or modelled as in the presence of the ECM reduced the ability to lock onto the A-10? Technically its own model, proxied onto that of the A-10A; I took a look at the unbinned model in the A2 sample models (A2SM_Data_APL.zip\Air\CA\Air_e\A10\A10.p3d) and all underwing stores except the rocket launchers are proxies, with the AN/ALQ-131 model under the outermost left wing station while the two AIM-9s were mounted on a dual-rail adapter under the outermost right wing station
FWIW gameplay-wise it appears that the upside of the radar-less aircraft is meant to be the flip side of active radar use -- namely, if in-game passive radar only picks up active radar emitters toggled on then the radar-less aircraft are essentially invisible to passive radar, while the currently active radar-only SPAAGs cannot detect/track said radar-less aircraft without also lighting themselves up to said aircraft
So it sounds like we could use proper EMCON then.
Or am I reading too much into it?
I dunno whether I'd say using proper EMCON when active radar is the only sensor/"emission" that can be toggled in-game
For what it's worth though, the Buzzard (both loadouts) on dev branch currently has <ir/radar/visual>TargetSize = 0.8; which "Works as a coefficient of <IR/radar/Visual> Sensor's range within the given combat situation" and thus "<Buzzard> will be detected by an <IR/radar/visual spectrum> sensor only at 8/10 of the sensors range in the given tactical situation"... ditto for the Hummingbird/Pawnee with the exception of radarTargetSize = 0.7; while the Wipeout and Neophron (and Orca) have <ir/radar/visual>TargetSize = 1;
... oh, and if anyone's wondering, the Blackfoot has irTargetSize = 0.8; with radarTargetSize = 0.7; and visualTargetSize = 1; while the Kajman has irTargetSize = 1.2; with radarTargetSize = 1.2; and visualTargetSize = 1;
From the sensors thread:
My big hope is for some stationary unmanned ground radar official assets (fully functional sensor system-wise) that can pass target info to friendlies, and thus be high-value targets themselves. Large and mid-sized radar dishes with powerful long range detection. - forums user, to whom dr. hladik replied that Something like this is being considered.
Also from dr. hladik: Vehicle and ammo sensors are independent. So you should be able to lock missile even if vehicle sensors does not see it (this is how shoulder rocket launchers work.) However you will lose some features. Target will not be shown on Radar, "find next target (R)" action will not find it and you will not be able to mark that target for other weapon (cannon). Manual lock (T) will still work.
Ah that makes sense - if you can see a thermal target far away and the vic sensors can't, would make sense to lock
but otoh seems to imply that ammo sensors aren't range limited?
Yeah, I was going to test for myself after watching that PCML video, whether ammo sensors were additive to the vehicle sensor displays. But then oukej told me that they weren't and, as he put it using them as poor man's sensor suite is limited to 1 target track and 3D indication (diamond)
Shouldn't the ammo use the launcher/vehicle's sensor during lock, and then use it's own stuff? i.e. a missile that's flown 100m from launching object should be able to then "see" further by itself
Although i guess that depends on what's happening, iirc radar guided missiles are guided by the "base station"
IR missiles would probably be able to maintain lock even if the launcher cannot (i.e. the vehicle has moved out of the launcher's lock range)
relaying info from ground radar would be a fantastic addition, but so would be the capability for the same from AWACS, even if AWACS aircraft are currently missing from the base game there are plenty of mods
The thought of all those ground radars in official terrains being working assets in some form is a really fantastic idea. The thought of seeing the civilian ones the airports actually turning gave me the chills
I guess there would be complications with working ground radar - let's say friendly infantry take Mike, would there be an action or similar to 'capture' the radar rather than just blowing it up?
Well i suppose one could implement modules to do that
for the pre-placed ones of course it'll be tricky because you can't sync those buildings to triggers anymore
unless they change that 😄
@sour mango Ah that makes sense - if you can see a thermal target far away and the vic sensors can't, would make sense to lock but otoh seems to imply that ammo sensors aren't range limited? Ammo sensors have their lock (I previously quoted the BIKI to you on them) and sensor range limits defined in their own config (see the "full config" example in the sensors BIKI article); dr. hladik was responding to @meager jetty's post about the current system not using the higher of the two between vehicle sensor ranges and ammo sensor ranges: https://forums.bistudio.com/topic/200467-jets-sensor-overhaul/?do=findComment&comment=3145405
oh
but that makes sense?
If MinRange = MaxRange then obviously there's just one range
A feature request would be to 'lend' the missile's sensors capabilities to the plane, so an old radar and sensor less equipped plane could have a temporary upgrade via it's weaponry.
I'm having a hard time seeing the logic behind this
since
iirc radar guided missiles are guided by the "base station"
Pilots get info from plane sensors not missile sensors, after all, while designating targets
Most have an internal active homing radar these days so they can operate on a "fire and forget" basis
Semi-active radar homing is kind of obsolete
is mainly used on ground-based missiles today I think. Standard (ERAM), Sea Sparrow (ESSM) etc.
and those still tend to have terminal active radar seekers
I see
But wouldn't you still rely on the plane's radar for aquiring targets?
It would be odd to have a missile with a better radar than the plane that's firing it
Base platform radar ranging and course information (or other sensors such as IRST) is used for programming the initial inertial guidance yes
but it doesn't lock
I see
But then it would seem to me that "an old radar and sensor less equipped plane" would still limit the missile?
Realistically speaking you wouldn't be able to load some missiles on to the aircraft without the right hardware and software
Yeah, that's what I thought...
But this sort of outlines how modern active radar homing missiles work https://en.wikipedia.org/wiki/AIM-120_AMRAAM#Guidance_system_overview
From what I can work out of Arma, missiles lock on to targets in the aircraft sensors that match the missile's sensor types (i.e. radar target, IR target, laser target). But if the missile has its own sensors, it can lock on targets within boresight too, whether or not the aircraft sensor can see them
On the subject of missile vs plane sensors, does anyone know how the Sidewinder is operated? From the games I played it always seemed that the tracking 'sound' is coming from the missile's sensors, not from the plane.
for ARM missiles, I'm not sure how they actually work, e.g. if they are somehow connected to the RWR and feed from there or if they are stand alone devices with own targeting aboard
If da12thMonkey has the right of it then an ARM should have its own passive radar sensor and locking stats; have you seen the PCML config?
not yet, just updated dev branch today
@meager jetty Quoting myself from #dev_rc_branch `For what it's worth I took a look at the PCML ammo config (M_NLAW_AT_F) after it came up in the dev branch changelog, and now it's got a 5 degrees horizontal/vertical visual sensor with minRange = 500;/minRange = 800; before range modifiers (i.e. visualTargetSize or view distance) for both air/ground-silhouetted targets, seems not to have issues with distinguishing targets from ground clutter and can 'specific vehicle type' (not just 'vehicle role') vehicles at 2 km, but also only able to detect targets moving at/up to 120 km/h... this apparently overrides airLock = 0; / irLock = 1; / laserLock = 0; / nvLock = 0;
As importantly, thanks to new properties in M_NLAW_AT_F, the PCML's also able to start locking a target within 5 degrees of the ammo's current direction and can lock a target which is within 20 to 600 meters and moving at up to 80 km/h, although it can detect/track targets further out or moving faster up to the effective limits of its visual sensor in the given situation.`
@median ruin intense reading, thanks for sharing
HARM works like this nowadays http://www.af.mil/AboutUs/FactSheets/Display/tabid/224/Article/104602/high-speed-anti-radiation-missile-targeting-system.aspx in providing inertial navigation data to the missile. But the seeker itself does detect rardar emissions. Older missiles like Shrike literally just locked on to the radar emission
but they'd get screwed by the crew turning the radar off
yep, let's see if the arma AI will do that 😄
Hahaha well oukej did give suggestions for how to get the AI to enable active radar to begin with
yes, that worked fine via combat mode
Some ARMs like ALARM, fire towards a radar emission at altitude before diving. But if they lose the radar signal they'll deploy a parachute and kind of hang around above the target until they detect the radar emission again
pookie told me he implemented that, but I've never tried so far
Unfortunately no mention by oukej and company of INS (much less GPS) as sensor or lock capability... though I'm not aware of locking changes besides the addition of the new lock range/speed limits in addition to missileLockCone
Doesn't artillery sensor work like GPS?
... I have no idea how that works in-game
@zealous estuary The thought of all those ground radars in official terrains being working assets in some form is a really fantastic idea. The thought of seeing the civilian ones the airports actually turning gave me the chills I guess there would be complications with working ground radar - let's say friendly infantry take Mike, would there be an action or similar to 'capture' the radar rather than just blowing it up?
I didn't think through the 'relay' mechanics, but as far as 'ground radars being working assets in some form'... one could simply make them static 'vehicles' with sensors accessible to whoever gets in
"Pilots get info from plane sensors not missile sensors, after all, while designating targets"
I cant remember if it was the A-10 or the AV8B , but I recall where one of them did not have night combat capabilities. The workaround was to slave a missile's (hellfire iirc) FLIR into the cockpit. It was a temporary solution, but was quite clever.
@ancient timber You'd be thinking of the A-10 using the Maverick as "poor man's FLIR"
both A-10A and initial versions of AV-8B had no FLIR capability. Harriers were developed in to the "Night Attack" version from the mid-80s onwards and saw initial service around the time of the Gulf War
That's it!
others were given radar as AV-8B+
What da12thMonkey specified, although I understand that the AV-8B Harrier II Plus has external differences from the AV-8B in the samples due to this, and there's an A2 mod for the Night Attack/Plus
The one in the samples is supposed to be a Harrier II Plus
it's just not a very good model 😄
Night Attack upgrade Harriers were similar to the British Harrier GR.7, where the earlier "Day Attack" ones were the same as the GR.5
https://upload.wikimedia.org/wikipedia/commons/d/df/AV-8B_VMA-214_LHA-5_2005.JPEG front one is an AV-8B Night Attack and the Plus is at the back
Or you may be thinking of this model? http://www.armaholic.com/page.php?id=16633
those are better models than the BIS one. Or at least the noses are
but that one http://www.armaholic.com/datas/users/arma2oa2012-02-0220-06-39-62_4.png is not a night attack version since it doesn't have the FLIR bump over the nose
Anyone else remember the radar implementation in the A2 version of Swedish Armed Forces mod?
would be nice if we could get the targets acquired by sensor in an array or object from a script call. Might be the base for some awacs stuff 😃
Agreed
And thanks to @visual shuttle I've imagined "stick a radar mast onto a HEMTT and give the passenger a sensor display" 😄
:^)
I...spent an hour writing stuff on the sensor feedback thread...acidently closed the tab when trying to attach an image 😭
Can't you restore tab/contents thereof?
Apparently not...
Maybe if i hadn't shut it (but pressed back instead)...
(I thought dragging and dropping an image into the text box would insert it...but Chrome ended up opening the picture instead. Confused as to what had happened, I just closed it - then realised what had happened).
On that note, how does one attach something to a forum post?
The forum has never had attachments AFAIK. Need to host images on an external site
i see
what's the thing in lower right for? "Insert other media" -> "Insert existing attachment"
It's for inline posting of attachment images (i.e. putting them in the middle of a post rather than just as clickable things at the end), but since you can't upload attachments (though Admins and maybe moderators can) it's not really functional
oh ffs the page refreshed for some reason, and i lost my post again 😭
writing in notepad now 😐
That's what I do with big posts -- write 'em with markup or BBCode in a saved text file and then copy-paste
Yup
@sour mango Do you mind if my replies are here instead of the thread?
Nah, i don't 😄
#1: AFAIK the current way the sensors are defined requires a minRange and maxRange for airTarget and groundTarget, but you conceded that "alternatively, has infinite range, depending on how you'll need to config it for the game" so I'll note that the template for what they call passive radar has those set well in excess of any current vehicle-specific active radar
And I interpreted one of oukej's statements about active radar basically suggesting that the above is by design (the maxRange difference)
I see, that is a good start!
That's practically been the case from the initial dev branch rollout though
yeah, but the detection mechanism is as per fig 1
I knew the passive radar range was generally more (as we discussed over PM), wasn't sure how much more and whether that was true in all cases (including air radar)
Keep in mind that the sensor templates may basically have default values based on certain things (i.e. the passive radar sensor template is basically an abstracted RWR) but that on an individual vehicle basis they can be tweaked, i.e. the Buzzard having 120 degrees horizontal active radar to the Cheetah/Tigris' 360 degrees, or if you want a vehicle to have deliberately less passive radar range (I know how strange that may sound) than you can do that too
#2: Even if you want a display (like in the A-10 example above), this should not allow locking of targets/lead indicators (since it's an RWR, not a passive radar thing).
I may not have been clear enough about this, but you're aware of how marking targets is different from locking targets gameplay-wise, right?
Marking is just the box, locking is a weapon lock?
(in this case i meant both, though)
https://community.bistudio.com/wiki/Arma_3_Targeting#Target_Acquisition_and_Tracking_.28Sensors.29
At last check the "mark target under the cursor" keybind is called "Reveal target" in the keybinds menu, although it also shares that key with "Lock target"... and FYI I could have sworn that this sort of marking worked even between infantry, sensors aside
Part of the reason I distinguish here is to remind that under the current, pre-sensors mechanics described in the "A3 Targeting config reference" article, marking stuff seems to be mostly a CfgWeapons/CfgVehicles thing; this is the only entry I found mentioning marking (via Ctrl+F) in the context of CfgAmmo https://community.bistudio.com/wiki/A3_Targeting_config_reference#autoSeekTarget
wouldn't you need the ` key to call up the menu to target
(as infantry)
unless you meant with AT launchers
Interesting, IR missiles should probably have autoSeekTarget=1
one thing i forgot to add in the post, still unclear to me how countermeasures will work with radar
Will we be able to blind the pilot with laser pointers?
@quartz swan No mention of that
Seagull poo on the canopy?
@sour mango I warn you in advance, unfortunately a bunch of my continued reply will be to the effect of "you seem to have fundamentally misunderstood some stuff about the current implementation"...
Yeah, fair, that's the risk I run by not using Dev branch myself 😂
Mind you, I'll concede that a bunch of what your concerns about RWRs 'vs.' passive radar are due to me overly using the term RWR... but then I'm not sure what you meant by passive radar either
Keep in mind, my post is more of "this is probably how it should look in the end", rather than the specifics.
Passive radar = thing that picks up other radar and let's you target them
So it detects the presence of an active radar emitter, correct?
Something like you'd have with a ARM target selector
Then that's what the passive radar sensor does
Dunno how much that meets the "warns of search radars" criteria
That's fine. My issue was more with calling it an RWR, then giving all things passive radar :D
Very well, I'll concede that as my own terminology being responsible for misunderstanding... please edit your own post accordingly 😉
Hmmm, I could swear that Bi were using the terms interchangeably
Well note that the functionality simulated by the passive radar sensor would be "warns of search radars" and direction thereof relative to my vehicle (proximity does correspond to distance instead of power/intensity, but there's no exact readout of said distance) while "you're being locked onto"/"incoming missile" functionalities are a CfgVehicles thing separate from the vehicle's sensors
https://goo.gl/images/ssdyl1
If that works correctly
The left HUD element is what I'd expect from a passive radar thing opposed to just an RWR
Re: missile warnings - sure, but that's only for the current "IR" missiles, right?
Funny thing is, the targeting config reference suggests that that can be differentiated
That could stay, no problem, but would be interesting if they could do something more RWR like with radar ones
i.e. incomingMissileDetectionSystem Defines which munitions guided towards the vehicle the vehicle can detect. Checks a bit flag match with the incoming ammo's weaponLockSystem.
Although if that can be differentiated
And it's a vehicle property
Even if you don't tie it into the same system, the effect will be the same
As long as the end goal is the same
Here's the CfgAmmo weaponLockSystem description: `Defines which
- target vehicle's lockDetectionSystem will be able to detect being locking by this ammo
- target vehicle's incomingMissileDetectionSystem will be able to detect this ammo when it's in-flight and guided towards the target vehicle
- countermeasures' weaponLockSystem will break this ammo's lock or guidance. (Same property is used also on flares and chaff to define the opposite match.)`
weaponLockSystem = 1; // Visual/Contrast
weaponLockSystem = 2; // Infra-red
weaponLockSystem = 4; // Laser
weaponLockSystem = 8; // Radar
weaponLockSystem = 16; // Missile
weaponLockSystem = "2+4"; // Lock types can be combined (in this case, IR and Laser lock)```
Curious, what's 16 supposed to be?
What do they mean by missile?
Oh that a missile is flying towards you?
So 8+16 is a radar missile
2+16 is IR?
maybe 16 is self seeking? dunno
I was guessing "all"... or maybe this is just hella outdated:
incomingMissileDetectionSystem
Defines which munitions guided towards the vehicle the vehicle can detect. Checks a bit flag match with the incoming ammo's weaponLockSystem.
incomingMissileDetectionSystem = 8; // Active Radar Homing missile-in-flight detection
incomingMissileDetectionSystem = 16; // Detects all missiles (Missile Approach Warning)```
Also: lockDetectionSystem
Defines what type of locking or marking the vehicle can detect. Checks a bit flag match with the locking ammo's weaponLockSystem and/or weapon's weaponLockSystem (when marked).
weaponLockSystem = 4; // Laser
weaponLockSystem = 8; // Radar
weaponLockSystem = "2+4"; // Lock types can be combined (in this case, IR and Laser lock)```
@sour mango Oh, I see dr. hladik said re: passive sensors that It works as you are suggesting (only difference is that passive detection zone is 2x active detection zone). Passive sensor range just tells to what distance I'm able to lock on that target and to limit number of objects I need to test (to save some performance)
Ah he has replied, i see
Yeah so that's the thing i had an issue with re: passive sensor - you can lock on...
(making everything have SEAD capability)
@chilly oar from Oukej's OP: Sensors can detect targets by Infra-red or Visible spectrum, by active radar or passive radar detection (RWR)
@sour mango "so that's the thing i had an issue with re: passive sensor - you can lock on..." - that is at least hypothetically the case with every sensor though?
eh i meant in terms of RWR vs passive radar
RWR = can see but no lock
Passive Radar = can see + lock , e.g. https://goo.gl/images/ssdyl1
(also see concerns about visual/IR sensors in my post)
... so basically you have concerns about the very idea of sensors?
Because "do the player's work of actually looking at things, not good for gameplay imo" is really not how it's worked in effect.
With proper sensor fusion and fire control avionics you'd probably be able to convert RWR data into a targetting information anyway. If the RWR can provide you range, azimuth and elevation angle of the source then you can convert it to positional information and engage by INS
so basically you have concerns about the very idea of sensors?
not really
i do feel they take too much off the player to do, especially ground vehicles.
Make it a difficulty setting, everyone's happy
they = visual/IR
especially visual
i know there's a narrow view cone and stuff, and not 360 coverage, but it does make things less threatning if the vehicle can autodetect where things are
For radar of course this isn't an issue, because that's the point of radar
If the RWR can provide you range, azimuth and elevation angle of the source then you can convert it to positional information and engage by INS
This is true, but then the question is, should all vehicles be made equal in terms of passive radar/RWR?
I.e. it reduces the the CSAT VTOL to "Mi-48 but a plane"
for example
(and this cost/weight/specialisation tradeoff is why the A-10 and Hornet both have RWRs with a relative position indicatior, but the Hornet can do SEAD but the A10 can't)
but it does make things less threatning if the vehicle can autodetect where things are
In most missions we play, for example, there will only be enemy vehicles beyond your current position. So if there's a vehicle it'll be enemy. If sensors can see it, it's 100% enemy. If you can lock then there's little reason to not shoot.