DnA

General Discussion (dev branch)

22697 posts in this topic

7 hours ago, peegee said:

That's because it's literally "toggle zoom in"..

You seem to misunderstand the " literal meaning of toggle.

 

a key or command that is operated the same way but with opposite effect on successive occasions.

 

 

7 hours ago, peegee said:

 you'd need to use zoom out controls too..

But see you don't on any other instance (3rd person/ in a jet vehicle)  when using " toggle" zoom. Only time it does not function as a " toggle is on using the aco or any similar optic.

 

7 hours ago, peegee said:

 

 

 

 



Use "Zoom in temporary" if you want the normal behaviour.

This means holding down a key. And does not address the lack of toggle function on the aco optics.

 

2 hours ago, insumsnoy said:

Im sure this is normal behaviour. It has worked like that since for years.

I know, it has been like this for years. Not necessarily how it was ment to be. Perhaps just not pointed out. Perhaps there is a reasonable explanation. 

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14 hours ago, teabagginpeople said:

I know, it has been like this for years. Not necessarily how it was ment to be. Perhaps just not pointed out. Perhaps there is a reasonable explanation. 

I was awake at night remembering how the toggling behaves, you are right, standard behaviour should be how you described. Not really what it has been for years.

It just might be a forgotten issue. Time to write a feedback ticket?

E: Before, I always understood "Toggle zoom in" as in literally it only toggles the zoom in, and never out. Since this has been that way forever, it  even works the same in DayZ SA. :eh:

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2 hours ago, peegee said:

I was awake at night remembering how the toggling behaves, you are right, standard behaviour should be how you described. Not really what it has been for years.

so basically the toggle zoom function works as should on 3rd person, or if you are in cockpit of a jet or driving a vehicle, it will zoom in on the first press then out on the second press. but if you try use the toggle zoom function when in optics using like iron sight, aco, holosight, or the secondary of a long range scope. it zooms in on first press but then jams there.

 

perhaps a dev can look into it. it might be a quick fix. 

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Can we start peeling the Orange yet ? See what I did there ?

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2 hours ago, KiTooN said:

Can we start peeling the Orange yet ? See what I did there ?

Boo.

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3 hours ago, jerminhu said:

Has the wrong presentation of gunsights on jets been fixed in the dev branch?

Hey, the Target Lead Indication has been added as a part of Targeting improvements a year ago with UI-like visuals. It's main goal has been an aiming cue for anti-air platforms. The functionality has also been used for other assets where we felt some form lead computing is appropriate. There has been no change in how things work only through HUD improvements the aid visuals have been ported over from UI layer into MFD (HUD/HMD) layer. (They still stay in UI when looking through optics.)
But it's still the old TLI, only with changed visuals. So - a feature, not a bug ;) Saying that - we do acknowledge that the TLI is quite suboptimal for jets use.
Indicating where the bullets will pass through at a specific distance (fixed or target) would be preferred but it also requires a new LCOS feature to be made. As for that we'd like it but we can't promise it.

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I hope you do it. I found TLI rather unintuitive and imprecise. Gun cross is often rather large, and I found that trying to aim at the TLI bug is not easy. It also runs counter to CCIP, where you put the CCIP piper over the targetbox and fire.

 

I also found DLC aircraft guns rather underwhelming, compounding the problem. Nevermind being useless for strafing (they were never supposed to be good at that), but in air combat they're plagued by low rate of fire, poor sighting and lack of stopping power. GSh-30-1 (presumably what Shikra's gun is) has a ROF of 1500 rpm, but can destroy an air target in as few as 5 rounds. Even for something like the Wipeout, a single hit should cripple multiple systems, not to mention they should cut through trucks like hot knife through butter (limited ammo notwithstanding). The Vulcan fires at a rate of 6000 rpm instead, dealing much less damage per round, but practically ensuring you get a few on the target even during a snapshot (spraying as the target passes the LCOS piper is a valid gunnery technique). Gripen's BK-27 is similar to GSh-30-1, firing powerful rounds at 1700 rpm. Additionally, rounds fired by air-to-air guns are closer HE rounds (usually a bit more complex) than to API. 

 

On a final note, quit localizing "gatling" as "minigun". The former is not trademarked and the way it currently is looks rather silly.

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3 hours ago, oukej said:

...Saying that - we do acknowledge that the TLI is quite suboptimal for jets use....

 

I can live with the TLI, but any chance of getting a gun boresight crosshair in the HUD for all aircrafts? E.g. The black wasp is ... challenging... currently to aim.

 

Also, i also second HE ammo (or mix) and gatling gun naming. :)

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Just now, jone_kone said:

 

4 hours ago, oukej said:

...Saying that - we do acknowledge that the TLI is quite suboptimal for jets use....

 

I can live with the TLI, but any chance of getting a gun boresight crosshair in the HUD for all aircrafts? E.g. The

 

w sign in the middle serves as a boresight indicator too right now

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4 minutes ago, reyhard said:

w sign in the middle serves as a boresight indicator too right now

 

Thanks for the feedback! :)

 

That is just it. Not used to using my roll-indicator (w) as a boresight. Also the w+TLI hud icons togheter are a bit of a clutter. Optimally you would have the boresight and gun alignment above the w as a separate indicator (helps btw in turning dogfights). 

 

I do understand that Arma has its linitations and that not everything is as easy to implement as it sounds. But one can always wish, right? :)

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Tweaked: The debug console can now be configured with the "enableDebugConsole" root mod parameter 

 

Does this mean that enableDebugConsole[] = {"yourid"}; doesn't work any longer and to use enableDebugConsole = 1; again?

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Gun cross should be easy to implement, though. Just make the gun point a bit above the aircraft centerline and draw a fixed graphic on HUD in the proper spot. Using the "watermark" as a boresight is weird.

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1 hour ago, ArYxRayx said:

 

Does this mean that enableDebugConsole[] = {"yourid"}; doesn't work any longer and to use enableDebugConsole = 1; again?


No, array variant should still work. This new enableDebugConsole param is for use in root of a mod. If there is no mission option for debug console, it will look in the main config or mod config. If you have admin mod for example and would like console to be available to everyone with this mod, you can add enableDebugConsole = 2; to your admin mod. Default value is 0. 

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Tweaked: The debug console can now be configured with the "enableDebugConsole" root mod parameter 

This is so handy, thank you.

The amount of times I have gone to test a mission on my local dedicated server and forgot to enable the debug console and end up swearing at myself whilst shutting every thing down, editing the mission and restarting everything. Now I just have a mod installed on my development profile, job done.

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That's a sweet easteregg to added there! ;)

 

 

Warning! Spoiler!

 

Spoiler

tKP6dQW.jpg

 

 

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- I am the commander of a vehicle.

- I have a UAV terminal connected to a UAV.

- I order my driver to go somewhere.

- Now I take control over the UAV.

- My driver stops the vehicle and won't do anything until I give the order to move again.

- As soon as I hop back into the UAV, the vehicle stops again, etc.

 

Am I the only one with this problem?

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Added: A new "muzzleImpulseFactor" magazine parameter (range 0 - 1 to tweak the recoil force on vehicles) 

Thank you for this addition. Do i understand it correctly that value 1 is the standard we currently had? Does this act as modifier to the "default" recoil force (based of some undisclosed function involving the projectile damage values) ? Because if yes, that would mean recoil force could only be reduced (infinitely), but not increased at all.

Is there a way this could be changed to be a simple factor, without limit?  The recoil force depends on the damage properties of the projectile, which is not good for when the damage needs to be lower, but recoil visually higher.

I made a ticket a while back. https://feedback.bistudio.com/T121475

 

Alternatively and preferably even, the impulse should just be a raw value for recoil force and the contrived dependency on projectile damage properties removed. Because if it is just a factor, then everytime damage properties are adjusted one has to readjust recoil as well.

 

Also, is the recoil still exclusive to shotShell simulation? Or has this been changed?

 

 

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1 hour ago, x3kj said:

Thank you for this addition. Do i understand it correctly that value 1 is the standard we currently had? Does this act as modifier to the "default" recoil force (based of some undisclosed function involving the projectile damage values) ? Because if yes, that would mean recoil force could only be reduced (infinitely), but not increased at all.

Is there a way this could be changed to be a simple factor, without limit?  The recoil force depends on the damage properties of the projectile, which is not good for when the damage needs to be lower, but recoil visually higher.

I made a ticket a while back. https://feedback.bistudio.com/T121475

 

Alternatively and preferably even, the impulse should just be a raw value for recoil force and the contrived dependency on projectile damage properties removed. Because if it is just a factor, then everytime damage properties are adjusted one has to readjust recoil as well.

 

Also, is the recoil still exclusive to shotShell simulation? Or has this been changed?

 

 

 

Great suggestions! Is muzzleImpulseFactor factor tank barrel and how does it connects with the rest of the tank hull recoil? Does muzzleImpulsefactor affect gunner reticle or his sight?

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10 hours ago, en3x said:

 

Great suggestions! Is muzzleImpulseFactor factor tank barrel and how does it connects with the rest of the tank hull recoil? Does muzzleImpulsefactor affect gunner reticle or his sight?

It's a factor - I Tested it on RHS tanks with value 100 & tank fall over when shooting to the sides. Though bear in mind that I was told it's better to keep it in 0-1 range and usage of higher values is commenced on own risk. I can later post formula for current recoil force if you are interested in it

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I would like to learn as much as I can. If you could post formula that would be great.

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3 hours ago, reyhard said:

It's a factor - I Tested it on RHS tanks with value 100 & tank fall over when shooting to the sides. Though bear in mind that I was told it's better to keep it in 0-1 range and usage of higher values is commenced on own risk. I can later post formula for current recoil force if you are interested in it

 

Thats awesome! So the vehicles can actually feel the force behind the cannon shooting now! Fuck yeah

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On 24.6.2017 at 0:37 PM, xxgetbuck123 said:

 

Thats awesome! So the vehicles can actually feel the force behind the cannon shooting now! Fuck yeah

This was already the case long before, but the recoil was determined only by the projectile "damage stats" - so not really tweakable.

 

On 24.6.2017 at 9:17 AM, reyhard said:

I can later post formula for current recoil force if you are interested in it

That would be great, thanks

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Anyone else having trouble with guided weapons since the 1.72 ? I feel like everytime a DAGR, GBU or any other guided weapon is fired (when locked), it just goes straight like a rocket without guidance.

I'll post a vid if needed.

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7 minutes ago, KiTooN said:

Anyone else having trouble with guided weapons since the 1.72 ? I feel like everytime a DAGR, GBU or any other guided weapon is fired (when locked), it just goes straight like a rocket without guidance.

I'll post a vid if needed.

Same here. Even "next target" feature is not working on 2 crewed helis/jets (mods).

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