#gameplay_arma

1 messages · Page 1 of 1 (latest)

dense glade
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Any good nato mods for arma 3

quiet stirrup
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...Vanilla?

trim hemlock
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Adds the ARMA 2 NATO

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But thats mostly accurate US Forces with a bit of german

rustic dust
rustic dust
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True but I already have that mod

dusk vine
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you will want to post the youtube.com link insteand of the shor link if you wan to embed it.

potent cove
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Friend's video

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Foxtrot Strike Force campaign: rock avalanche

old ember
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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.

crisp spire
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what mod is better in you guys opinion

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nr6 or alive?

cinder nova
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alive is easier to use in my opinion

void bison
deep mesa
void bison
rose temple
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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

deep mesa
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You have shilled your mod a lot in the discord. Battle Royale also isn’t quite as popular as it once was.

lucid root
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What are some ways for a monster to be more powerful and scarier than the players. The monster is a Raptor from a mod.

strange frigate
pine shell
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would it be possible for anyone to teach me how to play arma 3? i'd love some help

quiet stirrup
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!gettingstarted

swift vineBOT
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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.

pine shell
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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

quiet stirrup
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Then try some gameplay before ask I'd say

gusty temple
nocturne sigil
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do yall prefer CUP us forces or RHSUSAF forces

dusk vine
dense glade
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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

quiet stirrup
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PSA: This channel is not for posting your gameplay footages/videos, but for discussing Arma gameplay/mechanics. Use #videos_arma for posting videos.

quiet stirrup
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cc @snow flame . Also no crosspost

charred bough
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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.

boreal sorrel
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I mean not in a way you would like it to be

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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

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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

charred bough
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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.

boreal sorrel
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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)

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what do you mean by "garrison" command?

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to tell a group to take positions in a building when you're Zeusing?

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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

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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

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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

charred bough
# boreal sorrel because as a squad leader you already have capabilities to garrison your teammat...

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.

exotic path
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iirc CBA has some "clear the building" script in its library that just sends sends units to different building positions blobdoggoshruggoogly

boreal sorrel
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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

exotic path
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But yeah, al/building interactions in arma can be fun for a small time, but rarely are practical

charred bough
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Solving that would IMO make the urban combat something I'd look forward to in Reforger/A4

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Right now it almost feels like the buildings may as well be set dressing

boreal sorrel
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I don't place my units in buildings because I don't like dying to rocket launchers they try to fire through closed windows shrug

exotic path
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(or through floors/roofs if you use some CUP buildings)

fierce crystal
charred bough
charred bough
jaunty harness
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So, is the Vidda map getting any development on Arma 3 @vivid lion ?

dense glade
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I think bludo loves enfusion too much

jaunty harness
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sad. Vidda is really beautiful and unique and Arma 4 is years away

narrow canyon
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Blud stopped working on vidda because lifer's decided it was fun to steal his stuff

dense glade
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and then ded decided to break their mods every week 🙂

white garnet
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Is there a mod that adds larger banner or flag sizes?

astral dagger
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.... perfect

ornate narwhal
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anyone know if it is possible to have time trials in a multiplayer mission?

dusk vine
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Sure

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It jus needs to be scripted right to be mp compatible

latent marsh
spiral shuttle
# latent marsh

When English people from different counties 2 miles from each other meet:

barren urchin
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Does anyone know if there's a mod that features airburst projectiles?

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I know the NLAW is airburst in a sense, but I'm more talking about airbursting artillery shells and tank rounds

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RHS has M1147 and some russian 125mm airburst round but they simply function as a normal HE round

uncut basin
barren urchin
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Yea most of them seems to have airbursting as a planned feature

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but I missed the one with RHS M830A1, thanks I'll take a look

pulsar shuttle
hollow nacelle
twin trout
# nocturne sigil do yall prefer CUP us forces or RHSUSAF forces

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.

twin trout
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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.

fossil fable
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Apache fired a Hellfire missile through the back of the turret, this is the commanders body after I pulled him out.

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"147 large avulsions"

long crater
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Let’s see Paul Allen’s kill count

dense glade
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Reforger?

long crater
dense glade
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nice blood effects

long crater
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Yeah I’m pretty sure that’s base game, I don’t currently have any blood mods downloaded to my knowledge

dense glade
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I can't play it (yet) so I don't know how it is, but from what I've seen, it looks very noice

long crater
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It is if you have people to play with

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Otherwise it can get pretty boring

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I’d definitely recommend finding a milsim if you’re interested

nimble rapids
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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

fossil fable
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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

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PIR is where it's at

eager heart
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wait until you find out what medics do in real life

fossil fable
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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

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Leave dudes to rot

dusk vine
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there could be mods that aid with that

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or ACE configuration might have something to allow AI heal you normally

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but ACE is more meant for player experience enhacement

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AI does not really care what type of injury you got

hollow nacelle
eager heart
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The medics do stuff they just dont do it in the middle of a firefight just like real life

silk bone
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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.

zealous nest
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What is the mortar max distance it can shoot ? plz 🙂

dusk vine
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depends on the mortar

zealous nest
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mk6

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I checked on the wiki, 4 kil 😉 Thanks 🙂

potent lodge
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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

rose temple
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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.

vague stirrup
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How do you dig "up" from the surface of the ground.

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I believe you are thinking of a "pile"

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once the ground turns into air (in the direction up) you can't dig anymore.

eager heart
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RV also does have terrain deformation :)

dense glade
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only took 20 years to do it

rose temple
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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.

elder rivet
quiet stirrup
fossil fable
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Has anyone made a BMP-T Terminator mod

fossil fable
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That's lame

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There's 3 pieces of Russian/Soviet tech that arma desperately needs the T-62, MIG-21, and BMP-T

fossil fable
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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

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It looks awesome it's just kinda finicky gameplay wise

dusk vine
# fossil fable That's lame

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.

fossil fable
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Can't teach an old dog new tricks lol

dusk vine
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is there a description/context to go with this link?

paper juniper
fossil fable
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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?

dusk vine
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I suppose if PIR has a discord or some other way to contact the makers that could be a good place to ask too.

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You do have 3 very gameplay changing mods there so making all of them work together sounds like a nightmare. meowsweats

eager heart
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I could swear I've seen a PIR ace compat before. Cant check at the moment though

rose temple
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Same applies to OP-FC

fossil fable
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I know about the ace compat I'm talking about the Operation Trebuchet ace compat for PiR

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Basically so BioFoam and all that halo shit will be usable in PiR

fossil fable
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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

inner kelp
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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 :/

coral arch
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Need admins help, Im in voice chat

orchid harbor
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Stabilt use Vcom ai, and nerf it down. thats should help.

fossil fable
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Someone needs to make the urban ghillie suit in arma

quiet stirrup
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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

quiet stirrup
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Read your above please

supple lava
obsidian heart
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Question Im looking for the Fort Benning jump towers compostion or workable even. has anyone seen anything like it in Arma?

full silo
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are there any mods that increase aim120 range? or radar lock on range?

muted canyon
trim hemlock
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I've played Commandos Strike Force and Counter Strike Condition Zero Deleted Scenes lately

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What would people think if ARMA simulated how smoke grenades at close-range choke people?

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In Strike Force/Deleted Scenes, AI will get stunned in a brief coughing animation

eager heart
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smoke grenades dont choke you at close range

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unless you have literally got it in your mouth

trim hemlock
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Wouldn't it be an issue indoors at least?

dense glade
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they do you can use them in enclosed spaces like tunnels and basements

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they will kill you

trim hemlock
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Didn't hear anything about that in ARMA, the wiki doesn't mention it at least.

#

Cool to see

dense glade
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arma doesnt do anything

trim hemlock
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ah thought you were saying they did do that in-game

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my bad

eager heart
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just annoying to breathe

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doesnt choke you

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obviously depends on the size of the room but its not a problem

dense glade
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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

eager heart
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1 i have been in a small room with a smoke grenade in and been fine

silk bone
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We were banned from using smoke grenades in buildings due to respiratory risk from 2008 onwards.

eager heart
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who is we

silk bone
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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.

eager heart
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sounds more like something for the sake of the officers not having to inhale smoke every day

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or any days for that matter

silk bone
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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.

eager heart
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smoke grenades indoors are fine

silk bone
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I give up, this is giving me a migraine.

plucky fog
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if you play redux you know what this means

sonic zinc
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test flights

quiet stirrup
sonic zinc
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Oh

dusk vine
# sonic zinc 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

sonic zinc
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ohhh

hollow nacelle
quiet stirrup
polar blade
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ctfso stuff

uncut basin
quiet stirrup
devout storm
vague stirrup
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lol so now people are going to be shitting all over spawn

dusk vine
spare elbow
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normal vers

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i wonder how do i make this look like unrecord

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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...

▶ Play video
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4K textures?

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  • leeway
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  • ultra everything?
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maybe like some sort of mod to make the head movement like that

quiet stirrup
dusk vine
# spare elbow i wonder how do i make this look like unrecord

@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

quiet stirrup
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Well I thought it is just "visual" question than the gameplay

sour mango
eager heart
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the fact they werent doing straight line from muzzle from the start just shows how far behind the game is tbh

dense glade
#

it wont matter when arma 4 comes out :3

eager heart
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in 2027

shrewd glacier
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arma ftw (green line)

dusk vine
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Arma is absolute unit.

cobalt bough
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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.

shrewd glacier
exotic path
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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

quiet stirrup
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Editor is the thing what makes it Arma

jaunty harness
dense glade
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I'd imagine that the release date was set well in advance. And some problems delayed it :(.

trim hemlock
vague stirrup
dense glade
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Yeah they call updates to A3 platform updates

left sable
#

I can't figure out the Eden editor

dusk vine
left sable
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I can't remember but I don't think so I'll do it again if I have

left sable
dusk vine
left sable
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Thanks

nimble rapids
#

some reforger experimental gameplay

dusk vine
nimble rapids
dusk vine
dusk vine
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#videos_arma if you just want to post video. This channel is for gameplay discussion

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as stated few lines above

royal yacht
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Sorry i tried to cancel upload but i guess it got through

dusk vine
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for future reference

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👍

chilly fjord
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i just got shot ;ike 15 times and got back up lick nothing weres the realisim 😭

quiet stirrup
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I don't know which game you got but Arma 3 at least never says it places its point in realism

chilly fjord
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im playing arma3 my friend said it was "more realistic than sqaud and ready or not"

quiet stirrup
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I would say opposite

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I do not know how "realistic" Squad and Ready or Not and what it does even mean by that but

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Arma 3 definitely won't filfull that "realism"

chilly fjord
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do you have a modlist to make arma realistic

quiet stirrup
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No

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In the first place your "realism" is very vague

chilly fjord
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wym

quiet stirrup
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I do not know how "realistic" [...] and what it does even mean by that

chilly fjord
#

can jamming and more life like affecets

quiet stirrup
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"More life like affects"?

chilly fjord
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yea

quiet stirrup
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Is what?

chilly fjord
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like muzzle fx and explosions dirt being kicked up from bullets to small stuff like that

quiet stirrup
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So you are mixing up "gameplay realism" "accurate depiction" and "photorealistic/dramatic"

chilly fjord
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yes

unborn granite
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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

quiet stirrup
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Spend time into abyss

unborn granite
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huh?

quiet stirrup
#

I mean, just trial and error, and learn what Arma does and wants you

sly kettle
# unborn granite soooo... love this game.. but i've only ever done solo missions.. how in the wor...

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".

fossil fable
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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

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absolutely amazing kill

burnt oak
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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.

eager heart
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the accuracy uses real world data

burnt oak
#

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...

▶ Play video
quiet stirrup
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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

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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

limber egret
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Whats the best k9 mod for a unit?

dusk vine
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there isnt really more than 1 I think

quiet stirrup
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@brccsh Please use #videos_arma if you want to share your gameplay video

molten reef
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@calm lagoon I have heard of cell phone cameras. But you said that they were sneaking up on people alone in isolated areas

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For those just joining this discussion from #reforger_feedback , we are talking about stealth gameplay

calm lagoon
molten reef
boreal sorrel
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looks nice but wrong channel I'm afraid

polar sandal
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The game runs really nice just needs refinement

dusk swift
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no way, k9 body armor

quiet stirrup
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This is not a video posting channel but discussion channel. #videos_arma to post a video.

gusty bough
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Ty

spark furnace
polar sandal
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Its reforger btw

spark furnace
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i thought it was arma 3

polar sandal
spark furnace
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which sadly won't happen

tall grotto
dense glade
mint aspen
#

Anyone know if RHS for Arma 3 is gonna get the dev updates?

scenic spoke
#

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

dusk vine
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Most likely there aren't any.

ruby raptor
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CUP Scopes are gorgeous

shrewd spruce
#

that does look great

latent fiber
little crescent
ruby raptor
#

It do be possible

little crescent
ruby raptor
#

but tis arma

little crescent
#

yeah

tight oriole
proven spade
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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?

dusk vine
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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.

proven spade
dusk vine
#

if it works there are likely people who would enjoy such too sure.

ruby raptor
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Anybody know a cold war mod for opfor that has the T-55? Not the CWR mod.

torn ice
#

Hell, maybe have the players engage in roleplay and just control the AI to run

queen tulip
timber mica
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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

jolly river
#

Passive night vision shooting is a thing.

hollow nacelle
lime falcon
#

Thank you

humble saffron
uncut basin
humble saffron
heavy path
#

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 😦

dawn cosmos
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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

quiet stirrup
heavy path
dawn cosmos
#

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

left mirage
#

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.

terse flame
#

Do I benefit anything of 144hz gaming monitor vs my old 60hz?

ancient timber
#

Personally, I say no. Go for a larger size instead (just not ultrawide).

quiet stirrup
#

Also if you mean in Arma, more no I'd say. 144 FPS does not make you anything better in Arma, even 60

fluid elm
#

144hz is a most have for a gaming monitor

boreal sorrel
#

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.

fluid elm
#

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?

boreal sorrel
quiet stirrup
#

And a topic that has been done more than a month ago

wintry belfry
#

do yal think hes dead

#

the fuck u mean "?"

#

this is a gameplay channel right?

quiet stirrup
wintry belfry
#

thats stupid

#

lemme delete

hollow nacelle
proven raptor
#

is there a channel where i can post my arma issue?

narrow canyon
silver verge
#

please dont ask to ask, just ask

wintry belfry
#

lmao

#

wtf

#

i could have made a meathouse from these people but they killed me

stuck mortar
#

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.

dusk vine
patent ridge
#

Just take a look at Project Lucie

boreal sorrel
#

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.

stuck mortar
patent ridge
#

ehm

#

you did not see the "abandoned", did you? pepelaff

#

it's been dead for large number of months

stuck mortar
# patent ridge 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.

patent ridge
#

While we wait PES_Old

patent ridge
# stuck mortar Do you think Bohemia would ever consider a VR version of Arma? I think they woul...
Lupa.cz

Tuzemská skupina SPM Invest Marka Španěla a Slavomíra Pavlíčka, kteří vlastní největší české herní studio Bohemia Interactive, investovala do mladé…

vapid warren
pine rock
#

10,000 hours mark, i'm cooked

fleet cave
#

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.

quiet stirrup
#

Please don't offense me idling Launcher for a freaking long time for zero reason

fleet cave
#

Of all the things I am, stupid is not one of them. I choose my words fairly wisely 😜

finite harness
#

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

strange frigate
#

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.

quiet stirrup
#

Gameplay reason maybe

silver shell
#

lights shine straight through buildings and walls. if vehicle lights would reach further, it would look very awkward in towns etc

sinful widget
#

Dunno man seems bright enough to shoot whoever is shining it

grand minnow
#

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

craggy epoch
grand minnow
#

Looks like it's FOSS though so may be able to stand up my own copy

grand minnow
#

Werferlingen

grand minnow
#

Oh must be blind I guess lol, scrolled through and didn't see it

grand minnow
# craggy epoch 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

broken mango
#

Whoever made parachutes in arma reforger you deserve an award made the game 1,000,000 times better

dusk vine
grand minnow
dusk vine
#

👍

#

right looks like they are the game exported files

#

not the actual files from the ebos

dusk vine
#

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

jolly urchin
#

Shit, my bad, I scrolled right past it

#

Thank you

dusk vine
heavy tartan
#

@sweet patio ya, you have PvP public severs

#

KOTH can be played with or without mods, it is a type of game

sweet patio
#

no no i only host mission any more m8

heavy tartan
#

2 or 3 factions, a central area to capture, more guys in the zone take points, first faction at 100 pts win.

sweet patio
#

yes i remember that back in A2

heavy tartan
#

Ya but this is PvP.

sweet patio
#

yup

#

i think i like TvT better then

heavy tartan
#

With TvT, you know it, factions are led by commanders, who have to plan the mission + brief the guys before the game.

sweet patio
#

yup

heavy tartan
#

So it is on private servers only, with registered teams and so on.

sweet patio
#

yes sir

heavy tartan
#

A complete different Arma experience, so ya, we cannot reduce it as PvP like the other PvP modes on public servers Arma provides.

sweet patio
#

yeah iv done all that for years and years, so im kinda in to the smaller more small team coop missions as it were

heavy tartan
#

got it.

#

Arma TvT players have decreased with years.

sweet patio
#

so im 64 i hope that dont make you dislike me

heavy tartan
#

Ahah, no worry m8!

sweet patio
#

cool man

#

im also a Vet from The USA Air Force

heavy tartan
#

My respects sir!

sweet patio
#

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

heavy tartan
#

c u, thanks for this moment 😉

somber jungle
#

Anyone know any visual effect mods to make this a bit more grimy and dusty

gentle void
#

I could be wrong but hasn't Israel just destroyed A3's CSAT plot?

finite socket
#

What will we do when there are no credible bad guys anymore? Oh the humanity. I guess China better step it up.

gentle void
#

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 😅

finite socket
#

Arma has always needed more spreadsheets.
And There's was always moon n@zis I guess.

gentle void
#

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! 😅

hollow nacelle
#

Let's keep the politics & current(past) conflicts off this discord 👍

acoustic zenith
#

why isn't it reloading

#

its going to get bombed at this rate

torpid breach
# acoustic zenith why isn't it reloading

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.

earnest remnant
#

Didn’t know what channel to put this in, either. If anyone can guide me please do so

balmy marlin
earnest remnant
#

Visual wise? Or as in with updates?

balmy marlin
dusk vine
#

Arma can not be used for training

#

VBS is the commercial training software for military use

#

form different compnay

#

BI studios

lament smelt
#

Im aware of VBS.

balmy marlin
dusk vine
#

but no it cant

visual heron
plucky basalt
#

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

modest badger
#

Depends whether ARMA 3 or Reforger

dusk vine
modest badger
dusk vine
#

😄

#

he might still need the info

humble walrus
modest totem
#

some carrier ops in SP

dusk vine
#

and no links without descriptions

leaden slate
#

Sorry about that

leaden slate
#

Sorry if this is the wrong channel, I was looking for somewhere to put clips lol.

quiet stirrup
leaden slate
#

Thanks fam.

prisma salmon
#

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

dusk vine
silver verge
#

is it possible to have a more arcade experience than what it is today?

prisma salmon
silver verge
prisma salmon
silver verge
spare lagoon
#
Bohemia Interactive Forums

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...

rustic pulsar
#

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

surreal vigil
#

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.

spare lagoon
#

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)

surreal vigil
#

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.

spare lagoon
#

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

surreal vigil
#

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. 😦

spare lagoon
#
Bohemia Interactive Forums

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...

limpid pulsar
spare lagoon
#

@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

hybrid dagger
#
    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;
    };```
hybrid dagger
#

Cannot register unknown string STR_USRACT_ACTIVESENSORSTOGGLE
Cannot register unknown string STR_CONTROLS_TOOLTIPS_SENSORS

sour mango
#

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.

dawn cosmos
#

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.

spare lagoon
#
Bohemia Interactive Forums

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

sour mango
#

@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

ancient timber
#

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. 😉

dense glade
#

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????

sour mango
#

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. 😄 😛

ancient timber
#

I feel sorry for him sometimes. If you'd see how many times people invoke his name per day....

limpid pulsar
#

@sour mango @ancient timber 💥

ancient timber
#

I did not invoke thee...

sour mango
#

Across all the communities too 😄

chilly oar
#

@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?

dense glade
#

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.)

sour mango
#

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)

dawn cosmos
#

thats why preemptive flare dropping is order of day for helicopters/attack planes

sour mango
#

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)

chilly oar
#

@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.

dense glade
#

@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.

sour mango
#

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:

  1. I'm not opposed to not having IR missile warnings per se
  2. I would however like some control over this feature, even a simple opt-out would do
  3. 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.
spare lagoon
#

@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

sour mango
#

Yeah i will 😅

#

Just want to finish today's second exam!

#

I never intended to get so detailed here.

spare lagoon
#

good 😈

dense glade
#

@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.

dawn cosmos
sour mango
#

@dense glade if you eject from CSAT vtol then you can't deploy parachutes 😄

dense glade
#

That doesn't make sense.

sour mango
#

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?

dawn cosmos
#

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

sour mango
#

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.

dawn cosmos
sour mango
#

Unlikely to happen, 3D work, given that they've refused to give us a 5 + 1 or 6 + 1 seated armed prowler

dawn cosmos
#

seats and interior - lots of work. Little sensor stubbles attached to exterior - very little work

sour mango
#

@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.

sour mango
#

@spare lagoon the post has been made. 😃

spare lagoon
#

good to see 😃 lets hope it will have an impact

dense glade
#

and here i thought a friend was pinging me

#

tsk tsk

sour mango
#

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

surreal vigil
#

@sour mango Can't you already do that by changing mouse up/down in the aircraft controls?

sour mango
#

@surreal vigil I never thought of that :o
Thanks a lot, will try!

sour mango
#

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

zealous estuary
#

just RGN, not RGO?

sour mango
#

I find RGOs predictable

zealous estuary
#

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

ancient timber
#

They are made from bad pennies

zealous estuary
#

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

dawn cosmos
#

why is it ironic that you can throw a lighter grenade further?

median ruin
#

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

zealous estuary
#

@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

sour mango
#

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)?

dawn cosmos
#

@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.

zealous estuary
#

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?

sour mango
#

no

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you're focusing too much on distance

dim grotto
#

haha

#

i survived AA missile to the face last night 😄

spare lagoon
#
#

@daring dock well played 👍

sour mango
#

ancient timber
#

❤️

dawn cosmos
#

very very nice. still hoping for upgraded flightmechanics though :/

thorny musk
#

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)

daring dock
#

@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.

stable viper
#

focus on radar was an excellent decision

sour mango
#

^

sour mango
#

will a loadout selector for aircraft make it in for Jets? (via the virtual garage, for, example)

ancient timber
#

Thats something I'd like to know as well. Sort of like the A2 ACE Module, but better.

sour mango
#

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.

chilly oar
#

@sour mango That would require a revamp in how the missiles/bombs are proxied and the vehicle configured from what I recall

sour mango
#

¯_(ツ)_/¯

chilly oar
#

I mean re: the missile/bomb models

sour mango
#

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.

chilly oar
#

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

sour mango
#

Ah

#

Well then they should totally do it! 😃

#

(since they're tinkering around with sensors and hitpoints anyway...)

chilly oar
#

An 'engine-native'/unscripted version of loadout menu is trickier to imagine, I admit

sour mango
#

performs ritual sacrifices in the name of @limpid pulsar

chilly oar
#

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. -_-

sour mango
#

Via editor is fine too, tbh

#

Probably more sensible than having two versions of the Buzzard with different loadouts...

chilly oar
#

@sour mango Only if VhC gets expanded to capabilities beyond loadout though... because the Buzzards are not just different in loadouts 😉

sour mango
#

😮 what else is different?

chilly oar
#

@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 😄

sour mango
#

@chilly oar oh you mean NOW there's a difference 😄

chilly oar
#

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

sour mango
#

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.

chilly oar
#

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

sour mango
#

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.

chilly oar
#

I'm thinking more of the UI/player side of things, how should such customization be handled for mission creators and players

sour mango
#

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

chilly oar
#

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

sour mango
#

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

chilly oar
#

In this case though that's a difference in sensors now

sour mango
#

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

chilly oar
#

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

sour mango
#

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?

chilly oar
#

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

sour mango
#

By "vehicle-actual-variation" you mean, for example, Buzzard (AA) vs Buzzard (CAS) as two different vehicles?

nova spade
#

I wonder if planes will get an basic altitude/heading autopilot once the sensors start to become more involved

chilly oar
#

@sour mango That seems to be where Bohemia's gone here

sour mango
#

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

chilly oar
#

That's my inclination as well

sour mango
#

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 😛

chilly oar
#

@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

sour mango
#

I see...

chilly oar
#

If the Buzzard (AA)'s current differentiation is representative of Bohemia's design philosophy for Jets, then yeah this is relevant

sour mango
#

Yup, I get it now 😃

chilly oar
#

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...

chilly oar
sour mango
#

@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 😄

chilly oar
#

@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??

sour mango
#

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 😛

chilly oar
#

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?

sour mango
#

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.

chilly oar
#

Mmmm... well I didn't even notice the searchlight functionality working in the first place 😛

sour mango
#

yeah because it doesn't 😛

#

It used to at one point.

chilly oar
#

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

sour mango
#

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)) ```
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Might change things...

chilly oar
#

@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*."
sour mango
#

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...

chilly oar
#

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

chilly oar
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@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...

sour mango
#

And I hope they do!

#

😄

chilly oar
#

Same 😄 unfortunately I don't know how to test this in SP

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Take the example missile config (CfgAmmo) from the Arma 3 Sensors BIKI and use componentType = "PassiveRadarSensorComponent"; then tweak numbers

sour mango
#

shilkas could be a Tank DLC bonus 😛

chilly oar
#

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

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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

meager jetty
#

@chilly oar would you know how to rig a shrike for example?

chilly oar
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@meager jetty Unfortunately this knowledge is theoretical... as I said, I don't know how to test this in SP

meager jetty
#

bummer, would really love to see a working example for this stuff 😃

chilly oar
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Same... as said, the above is based on my interpretation of the current sensor configs and the BIKI missile example config

sour mango
#

oh yeah, for the Tigris and Cheetah it's of course valid

#

it's just that they also have missiles that are afaik IR

chilly oar
#

@sour mango I imagine that you mean the Tunguska? (Re: "missiles that afaik IR")

sour mango
#

no no

#

I mean the Tigris and Cheetah

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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 😄

chilly oar
#

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

chilly oar
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@sour mango And once again all non-NATO/CSAT factions are out of luck... AAF doesn't have a SPAAG

sour mango
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Shilka for AAF!

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And well...Cheetah and Tigris are 95% the same thing anyway 😄

#

Even in looks

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Cheetah has just has heavier armour, i think

chilly oar
#

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

sour mango
#

@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.

spare lagoon
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Tweaked: Enemy detection by plain sight is now limited by the object view distance
😮

zealous estuary
#

does that mean what I think it means?

spare lagoon
#

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

sour mango
#

How will that affect dedicated servers?

chilly oar
#

@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)

spare lagoon
#

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

chilly oar
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@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

spare lagoon
#

i dont get what you are trying to imply

chilly oar
#

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?

meager jetty
#

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

median ruin
meager jetty
#

oh, ok, can one toggle between close and long ranges?

#

ah, it's on the page, thanks!

median ruin
#

read the page, you can define multiple ranges

#

componentType = "ActiveRadarSensorComponent"; and/or componentType = "PassiveRadarSensorComponent";

meager jetty
#

oh, so the E-2 without weaponry cannot recon an air threat then?

median ruin
#

not sure if target marking with the T and R keys is based on the aircraft sensor or the weapon/ammo

meager jetty
#

ok, thanks for your help! Somehow changed the radar display now to 6km instead of 12 😃

chilly oar
#

@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!

meager jetty
#

@chilly oar I'll try to rig the shrike with the new settings next

chilly oar
#

@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

meager jetty
#

@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

chilly oar
#

You could try experimenting by having the groundTarget subclass have the same settings as airTarget

meager jetty
#

it's almost the same, just maxRange is 3000 instead of 12000

#

did ground radar work for anyone yet?

chilly oar
#

Wait, define what you mean by ground radar here?

meager jetty
#

in the radar display, I don't see ground targets

chilly oar
#

Could you Discord message me your config for the SensorsManagerComponent class?

#

And perhaps your sensor displays while you're at it?

meager jetty
#

sure, give me some minutes

daring dock
#

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.

zealous estuary
#

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?

nova spade
#

and "BVR" in arma terms = beyond the object view distance?

chilly oar
#

@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 😃

sour mango
#

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?

ancient timber
#

NOE flight, chaff

sour mango
#

i noe right

ancient timber
#

Nap of the earth. "Ground hugging" , "tree top level", etc.

meager jetty
#

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.

ancient timber
#

👍

sour mango
#

Yay SEAD. I don't know why i like SEAD so much.

livid sorrel
#

its such a cheeky thing. finding someone by the way theyre trying to spot you

sour mango
#

😃 Yeah. And it's also an aircraft taking out anti-aircraft. Anti-anti-aircraft. so much fun.

ancient timber
#

It's an anti-anti-aircraft-aircraft

chilly oar
#

@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...

zealous estuary
#

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?

sour mango
#

@chilly oar thanks for the write up, haven't had time to read and digest it though 😅

chilly oar
#

@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...

chilly oar
#

@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?

zealous estuary
#

@chilly oar maybe it was? I never really noticed/associated the two

zealous estuary
#

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

sour mango
#

@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 😄

chilly oar
#

@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.

sour mango
#

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

zealous estuary
#

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?

hushed marsh
#

I know that in DCS, you can get AIM-9Xs for the A-10C

zealous estuary
#

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

chilly oar
#

@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

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?

median ruin
#

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

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but A-10s don't use AIM-9X, and it still uses the thermal seeker for terminal guidance (i.e. actual lock-on)

sour mango
#

@chilly oar for the record, yes i meant the white brackets/lead indicator stuff, i noticed i forgot to write the word "yes" 😄

zealous estuary
#

@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)

median ruin
#

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

sour mango
#

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

chilly oar
#

@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

ancient timber
#

So it sounds like we could use proper EMCON then.

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Or am I reading too much into it?

chilly oar
#

I dunno whether I'd say using proper EMCON when active radar is the only sensor/"emission" that can be toggled in-game

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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;

chilly oar
#

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.

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

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but otoh seems to imply that ammo sensors aren't range limited?

median ruin
#

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)

sour mango
#

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

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Although i guess that depends on what's happening, iirc radar guided missiles are guided by the "base station"

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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)

zealous estuary
#

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

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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

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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?

sour mango
#

Well i suppose one could implement modules to do that

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for the pre-placed ones of course it'll be tricky because you can't sync those buildings to triggers anymore

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unless they change that 😄

chilly oar
#

@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

sour mango
#

oh

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but that makes sense?

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If MinRange = MaxRange then obviously there's just one range

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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.

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I'm having a hard time seeing the logic behind this

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since

iirc radar guided missiles are guided by the "base station"

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Pilots get info from plane sensors not missile sensors, after all, while designating targets

median ruin
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Most have an internal active homing radar these days so they can operate on a "fire and forget" basis

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Semi-active radar homing is kind of obsolete

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is mainly used on ground-based missiles today I think. Standard (ERAM), Sea Sparrow (ESSM) etc.

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and those still tend to have terminal active radar seekers

sour mango
#

I see

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But wouldn't you still rely on the plane's radar for aquiring targets?

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It would be odd to have a missile with a better radar than the plane that's firing it

median ruin
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Base platform radar ranging and course information (or other sensors such as IRST) is used for programming the initial inertial guidance yes

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but it doesn't lock

sour mango
#

I see

#

But then it would seem to me that "an old radar and sensor less equipped plane" would still limit the missile?

median ruin
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Realistically speaking you wouldn't be able to load some missiles on to the aircraft without the right hardware and software

sour mango
#

Yeah, that's what I thought...

median ruin
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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

meager jetty
#

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.

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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

chilly oar
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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?

meager jetty
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not yet, just updated dev branch today

median ruin
chilly oar
#

@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.`

meager jetty
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@median ruin intense reading, thanks for sharing

median ruin
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but they'd get screwed by the crew turning the radar off

meager jetty
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yep, let's see if the arma AI will do that 😄

chilly oar
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Hahaha well oukej did give suggestions for how to get the AI to enable active radar to begin with

meager jetty
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yes, that worked fine via combat mode

median ruin
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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

meager jetty
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pookie told me he implemented that, but I've never tried so far

chilly oar
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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

median ruin
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Doesn't artillery sensor work like GPS?

chilly oar
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... I have no idea how that works in-game

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@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

ancient timber
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"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.

chilly oar
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@ancient timber You'd be thinking of the A-10 using the Maverick as "poor man's FLIR"

median ruin
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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

ancient timber
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That's it!

median ruin
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others were given radar as AV-8B+

chilly oar
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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

median ruin
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The one in the samples is supposed to be a Harrier II Plus

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it's just not a very good model 😄

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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

chilly oar
median ruin
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those are better models than the BIS one. Or at least the noses are

chilly oar
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Anyone else remember the radar implementation in the A2 version of Swedish Armed Forces mod?

meager jetty
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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 😃

chilly oar
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Agreed

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And thanks to @visual shuttle I've imagined "stick a radar mast onto a HEMTT and give the passenger a sensor display" 😄

visual shuttle
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:^)

sour mango
#

I...spent an hour writing stuff on the sensor feedback thread...acidently closed the tab when trying to attach an image 😭

chilly oar
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Can't you restore tab/contents thereof?

sour mango
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Apparently not...

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Maybe if i hadn't shut it (but pressed back instead)...

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(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).

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On that note, how does one attach something to a forum post?

median ruin
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The forum has never had attachments AFAIK. Need to host images on an external site

sour mango
#

i see
what's the thing in lower right for? "Insert other media" -> "Insert existing attachment"

median ruin
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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

sour mango
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Ah, i see

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Thanks

sour mango
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oh ffs the page refreshed for some reason, and i lost my post again 😭

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writing in notepad now 😐

chilly oar
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That's what I do with big posts -- write 'em with markup or BBCode in a saved text file and then copy-paste

ancient timber
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Yup

chilly oar
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@sour mango Do you mind if my replies are here instead of the thread?

sour mango
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Nah, i don't 😄

chilly oar
#

#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

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And I interpreted one of oukej's statements about active radar basically suggesting that the above is by design (the maxRange difference)

sour mango
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I see, that is a good start!

chilly oar
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That's practically been the case from the initial dev branch rollout though

sour mango
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yeah, but the detection mechanism is as per fig 1

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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)

chilly oar
#

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

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#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?

sour mango
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Marking is just the box, locking is a weapon lock?

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(in this case i meant both, though)

chilly oar
sour mango
#

wouldn't you need the ` key to call up the menu to target

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(as infantry)

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unless you meant with AT launchers

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Interesting, IR missiles should probably have autoSeekTarget=1

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one thing i forgot to add in the post, still unclear to me how countermeasures will work with radar

spare lagoon
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@SuicideKing#6140 well done 👍

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PS: get some "form" caching plugin for your browser

quartz swan
#

Will we be able to blind the pilot with laser pointers?

chilly oar
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@quartz swan No mention of that

ancient timber
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Seagull poo on the canopy?

chilly oar
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@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"...

sour mango
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Yeah, fair, that's the risk I run by not using Dev branch myself 😂

chilly oar
#

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

sour mango
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Keep in mind, my post is more of "this is probably how it should look in the end", rather than the specifics.

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Passive radar = thing that picks up other radar and let's you target them

chilly oar
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So it detects the presence of an active radar emitter, correct?

sour mango
#

Something like you'd have with a ARM target selector

chilly oar
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Then that's what the passive radar sensor does

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Dunno how much that meets the "warns of search radars" criteria

sour mango
#

That's fine. My issue was more with calling it an RWR, then giving all things passive radar :D

chilly oar
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Very well, I'll concede that as my own terminology being responsible for misunderstanding... please edit your own post accordingly 😉

sour mango
#

Hmmm, I could swear that Bi were using the terms interchangeably

chilly oar
#

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

sour mango
#

The left HUD element is what I'd expect from a passive radar thing opposed to just an RWR

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Re: missile warnings - sure, but that's only for the current "IR" missiles, right?

chilly oar
#

Funny thing is, the targeting config reference suggests that that can be differentiated

sour mango
#

That could stay, no problem, but would be interesting if they could do something more RWR like with radar ones

chilly oar
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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.

sour mango
#

Although if that can be differentiated

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And it's a vehicle property

#

Even if you don't tie it into the same system, the effect will be the same

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As long as the end goal is the same

chilly oar
#

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)```
sour mango
#

Curious, what's 16 supposed to be?

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What do they mean by missile?

#

Oh that a missile is flying towards you?

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So 8+16 is a radar missile

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2+16 is IR?

open nimbus
#

maybe 16 is self seeking? dunno

chilly oar
#

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)```
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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)```
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@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)

sour mango
#

Ah he has replied, i see

#

Yeah so that's the thing i had an issue with re: passive sensor - you can lock on...

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(making everything have SEAD capability)

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@chilly oar from Oukej's OP: Sensors can detect targets by Infra-red or Visible spectrum, by active radar or passive radar detection (RWR)

chilly oar
#

@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?

sour mango
#

eh i meant in terms of RWR vs passive radar

#

(also see concerns about visual/IR sensors in my post)

chilly oar
#

... 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.

median ruin
#

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

sour mango
#

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

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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

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(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.

median ruin
#

Can the A-10 fly fast and high enough to deliver PGMs from outside the range of SAMs though? That might be the limiting factor rather than the ability to locate and mark position of SAM sites

#

And lack of integration of HARM+HTS or course