snoops_213

Member
  • Content count

    418
  • Joined

  • Last visited

  • Medals

Community Reputation

39 Excellent

About snoops_213

  • Rank
    Gunnery Sergeant
  1. The problem is that man class cant use data link only vehicle classes. I've tried adding it to a radio but alas this doesnt work either. Hopefully (not holding my breath as after tanks dlc no more features will be added bring on arma4 on enfusion engine!) they will allow radios to use this tech. I have data linked arty units that love when drones spot remote targets they go to town, as in non scripted AI artillery. What would be good is if some other vehicles could be fitted with some of the new sensors and made data link capable for the battle space like the ones currently used or being brought online. The current data link + extended map features simulate this very well but at higher difficulty levels extended map info is turned off, maybe if a vehicle has data link on extened maps could be turned on? Definitely shouldn't be countered by smoke only by turning radar off. But its part of a larger problem of vehicles know exactly when they have been fired at even if they can't see the launcher and launch counter measures straight away. It should be only if a crew member spots incoming missiles should CMs be used.
  2. Will you teach the AI to use the cluster muntions? I've been testing it and they wont drop bombs(mk82 they do but they always drop well short of the target). And can the new sensors be used on the sub muntions to create an guided at rounds?
  3. Is the setup for sub ammo the same as it is for artillery? Ie can we set different sub ammo types and the percentage of the mix? Whats the current difference in the cluster bombs?
  4. Todays editor updates are really handy! Didnt realize how useful this would be. On a different note any chance that you could look at the loiter waypoint? seems that the radius value will save but the Z value will always reset to the default -1 (default flying height).
  5. Has anyone noticed if you place a loiter wp and set the height and radius it doesnt save the height only radius?
  6. Yeah i've noticed this as well, to the point in one mission i had 3 men (ai) get past two attacking squads and go kill the mortar team over a 1km away, took me a while to figure out half during testing why the arty stopped working. Im sure its the rounds they react to because they dont seem to become aware until impact of the rounds.
  7. Just did a quick test with the wipeout so ir/visual only and set view distance 2000m and obj draw to 1600m and i had no sensor contact moving ground targets until obj draw distance (maybe slightly beyond but not much if any) and tried 4000m/1600m and same thing, which it should do since these sensors require a visual target. Which sensors seem to be the problem or am i missing the point? Then again since i dont really do mp much maybe its different mp wise( i doubt that though). Yeah i dont think it could support IIR, but that is an intresting solution, could those coefficients be adjusted to seeker range instead of disabled? Hopefully some of these sensors will come to the ground vehicles. Datalink sharing requires a vehicle to have a sensor component of some sort and the datalink tech would go quite nicely with the tanks dlc kind of like blue force tracking or similar.
  8. Thats a bit strange mine was originally 128+512 only(BIS config), so i added the 64 to make 64 + 128 + 512. Very strange the 256 is in there at all, as you pointed out thats for air targets lol. It is and it isn't. Radar and radar guide munitions sure not a problem, but the ATGM's are all visual sensor weapons hence them being restricted to objects that are drawn. What might be a compromise is if the tgp/seeker heads be cued by the radar, that way they are already lined up with the target and as soon as its visible you can target and launch without having to search for it. The other thing that would be good for the macers would be the ability to manually lock the seeker head onto an object using the area/ point "lock" feature of the TGP, whether its hot or cold, and it attack that target. The Macers are IR guided and the real life counter parts are actually IIR which doesnt require a "hot" target to be aimed and guided. Hopefully they come up with some sort of solution for this type of system. Aircraft IR sensors should only work BVR against air targets, its easier for the IR sensor to pick out the heat of a plane against the freezing background BVR, than it is the heat of a ground vehicle BVR. But I do get your frustration when its regarding MP. The other thing that I would love to see but will probably never make A3 is GPS guidance, where the pilot has to enter the GPS coordinates manually in a UI panel, not point and click. Would give us a bit of stand off range and promote team work with spotters on the ground, but i wont hold my breath since this thread has been unpinned I assume that sensors are now taking the back burner and only really big issues will be dealt with in the future( i hope i am wrong here)
  9. Going back to this in relation to AI artillery and i beg to differ :) turns out man sensor will not display man class targets via datalink but it does still transmit its targets via the datalink that are targetable with artillery units properly set up for it, albeit a bit crude as in it wont lead the targets but it'll try to walk rounds onto its target and stationary ones are toast. Max range seems to be about 16km in VR but when i transfer it to a "proper" map ranges seems to be a lot shorter which makes me wonder if terrain affects the datalink somehow? It still "sees" the targets from around the same ranges but wont fire until a fair bit closer, maybe my stupid config skills could be playing a part lol. @das attorney have you made a custom 105mm round for it? Try it and find aiAmmoUsageFlags and put 64 in it, this will make ai use the cannon against troops.
  10. You are right about the fusion sensors but we dont get quite enough info or clearer info of the targets on our display. Air targets that actively emit a radar should be classified straight away as either friendly enemy or neutral and the vehicle type that it belongs to with a designation under the contact. Ground targets should be classified by their type ie armored soft artillery(including aa with radar inactive) with their own unique target symbols and only fully identified when visual id is made or if a radar is active from the target ie aa. Data linked targets should also be broken down into this as only known targets are shared. And as for rwr the newest ones are extremely powerful. They will not only give you direction they can range and track out to 250nm+ well beyond radar range but will also classify according to emissions, and apparently can get enough info to cue an amraam launch. They can also cue radar for where to look and prioritize what target should get most radar time. While this is way to much detail i dont see the current rwr as overpowered at all. What i do have a bit of an issue with is ground vehicles have the same type of rwr sensor without the aps to go with it. I know it looks cool when AI vehicles pop smoke in battle, but that shouldn't happen if the ai hasn't seen the missile. As it is they pop smoke as soon as the guided missile is launched no matter the range, even if it had an APS system it shouldnt kick in until very close to the vehicle. @ss9 none of the weapons in game have been set up with the data link sensor yet. And atm is pobably a good thing. While locking range seems to be limited by the engine (around 16km) its still far enough that the islands become to small. Data link is extremely powerful and data linked missiles will shoot down a target that is being tracked by only the IR sensor, will double check this but im sure they do. And data linking range will share out to aleast 32km(will try to see how far i can go with this one day). @Oukej so ive been playing with datalink and i added it to the radio, i had hope when it loaded with no errors, but alas not to be it does nothing. I assume its something to do with the way the ai interacts with vehicles? Tried adding the sensor ui in the hopes of something but that doesnt do anything either. Would love to see this working but attached to a dedicated backpack radio.
  11. Lol my bad was a bit drunk and sleep deprived when i read this lol. But question is why? They are fucking heavy and why they have a base to mount the weapon on in the first place.
  12. They are already portable. Stand near one and bring up the actions menu. You should see get in and disassemble. They will auto split into 2 bags that you and a team mate can move. To reassemble have the person(ai) with the base drop their bag and then the person(ai) with the the gun/launcher stands near the bag. Then bring up action menu again and you should see assemble gun/launcher. With scripting this can be automated for the ai to use as well, check out vcom ai, this does this for statics as well as uavs plus a shit load of other things.
  13. Well after some playing around with different sensors here are some things that I have come up with. As someone said a couple of pages back there seems to be a locking range limit around 15+km no matter what the lock range is set to, can we get a fix for this or is this an engine limitation? Data linked weapons need the launcher vehicle to have send datalink active for the missiles to work(duh). Adding the Man sensor component to the blackfish is fucking awesome! I did it and made the sensor tied to one of the gun turrets, so it can't see infront of itself and make the pilot want to strafe instead, and now it's the deadly battle wagon it's supposed to be(and made the 105 round be used by AI against infantry) . AI attack profile is still screwed under certain conditions but at loiter 500m height and 800m radius its (usually if AI plays nice) deadly to all it comes across lol. I still believe that ground vehicles with the report postion datalink enabled should be shown on the map/gps like it is with extended markers on and not on the sensor display especially for ground vehicles such aa units. The problem is rwr and radar and data link info are all sharing the 1 display. RWR/EW should be a seperate screen from the radar screen. And show only radar emitters. And the way air/ground radar works in game shown in one screen i believe should be changed. Contacts shown should be based on either selected weapon ie macer/bombs rockets select ground radar and amraam 9x show a2a radar or have a keybind to select different radar modes manually. Second way would let the gun be used in either role easier too.
  14. After trying out todays update, all i can say is what an awesome step in the right direction with the data link. Is there any chance of making the mk-49s missiles data linked like chortles had done with his test config? The titians dont need this since they are ir missiles, but a version with radar/data link/longer range missiles would also be a welcome thing. Then all we need is a radar and some anit radiation missiles. One thing i have noticed is when im in the mk49, radar contacts(and data link i think need to double check) are shown in the hud with white boxes, but the cheetah/tigris do not, any chance of getting that into their huds? And with all this great new tech planes are really starting to struggle especially with the static/stationary vehicle not being targetable by longer range missiles, i think now would be a great time to introduce an anti radiation missile into the game. As i have previously said it should be able to take out the radar but not kill the vehicle( maybe the static ones but not armored ones). And an ECM. Ecm should "create" lots of targets that need to be identified first(maybe lock it up for a few seconds then the fake gets discarded) and the amount of targets should diminish as the jammer gets closer to the radar to simulate radar burn through. This could also create another class of sensor, homing on jam, that could be added to the ARH missiles( air to air ones, not sams). Then the problem arises on game play/balance vs reality. On this front the ECM should be in a pod form that takes up pylon space. And the number of pods caried should also determine the effectiveness of said ecm. 1 pod puts out say 5-10 fake target at max range and very quickly reduces that number the closer it gets to the radar where 4 will do say 20-25 but reduces slower the closer it gets to simulate the strenght of dedicated wild weasel platform. Man you guys really did open a can of worms with the sensor overhaul and adding jets to the game huh? Now i know that this is a shit ton more work for you and with so many dlc still to come i doubt this wil happen anytime soon, but at the very least an ARM and/or a EO version of the macer would be helpful for aircraft in the short term.
  15. So the weapon its self needs the data link sensor. Can i grab a copy of the configs you used please?