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arkhir

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Everything posted by arkhir

  1. This addon requires CBA_A3 What does it do and why? It's a simple mod that adjusts your objectViewDistance dynamically, based on your current field of view. I was frustrated that I had to manually readjust my objectViewDistance when I wanted to observe something that was far away. Note: hint in the top-right part of the screen in the video is just a debugging tool, you won't see it in game. How does it work? It analyzes your current zoom level and adjusts the objectViewDistance based on it. Default zoom (0.933...) is going to render your default objectViewDistance setting, while focused eyesight (default hold right mouse button, 2.8 zoom) is going to increase it a bit, etc. The effect maxes out by setting your objectViewDistance as high as your viewDistance setting is while the zoom reaches 34.98x (12x in-game - default binoculars at full zoom). That means you can see stuff that is really, really far away, which is useful if you're doing anything that requires this perk, be it long ringe sniping or tank-on-tank combat. Transition is as sharp as you want it to be. It's going to be very mild if your oVD is ~= to your total vD, it's going to be very sharp if your oVD is << than your vD. Worried of FPS drops? You shouldn't be. The way ArmA processes objects rendering is related to your FoV. High zoom equals narrow FoV, so despite your objectViewDistance being set as high as your total viewDistance setting is, you shouldn't encounter noticeable framedrops. It goes back to normal when you leave zoomed-in view. I haven't noticed any FPS drops (matter of fact, I've encountered an increase while in optics), but weaker PC platforms *might* encounter FPS drops, especially when the LODs are changing, or when leaving the zoomed in view. Disclaimers This mod is released as-is. I've made it mostly for myself, but I might update it at my own convenience. I have some plans for it, but I can't promise I'll update it regularly. Known issues - cannot edit oVD while in-game, only in menu - oVD setting is stuck at the set level after closing your game while in zoom (dying and then closing should work just fine) Released under GNU-GPL license. Mirrors: Steam Workshop Armaholic WithSix
  2. arkhir

    Tanks DLC Feedback

    This is literally the most requested feature at this point. I'd be surprised if they didn't introduce it :D APCs have (partial) interiors, let's see interiors for tanks, too! This is very much true. When RHS introduced an interior to their M2 Bradley, it was a whole gamechanged. While I don't really like being a driver with vanilla vehicles, I don't mind driving their Bradleys.
  3. With a tiny bit of scripting you can easily have Cheetah armed with radar-guided missiles: (vehicle player) removeweapon "missiles_titan"; (vehicle player) addMagazine "4Rnd_GAA_missiles"; (vehicle player) addWeapon "missiles_zephyr";
  4. Can't wait to test them. Any sneak-preview on what sort of missile variants can we expect to see? :P
  5. Any chance of getting dynamic loadout module for Zeus?
  6. arkhir

    Tides Feedback

    Would it be possible to use tides to seasonally flood Almyra, or is the lake too high ASL for it to make sense?
  7. arkhir

    Jets - HUD improvements

    Bugs: Shikra's HUD is sorta broken. Display is way off. Suggestions: 1) Make HUD TGP display carry more information. Quick mockup I threw together in Paint: Should look similar for laser and/or radar targets (if introduced). 2) Introduce unwinding CCIP range indicator for rockets, as it is currently implemented for guns. 3) Unwinding CCIP range indicator for guns and rockets should appear significantly earlier than ~3.2-4km away from the target. Currently when the crosshair for CCIP even appears it's usually already unwound, indicating weapon effective range. 4) Add HMD missile sight for off-bore capable missiles (9x and 73). Example 1. Sight. Example 2. Outside missile range. 5) Mark RWR contacts on HUD for SEAD missions. IRL example (SU-25) - radar emissions marked in diamonds
  8. arkhir

    Jets - HUD improvements

    No, as far as I'm aware. I believe I've seen Oukej's post saying they're not planning introducing such feature, unfortunately.
  9. You mean AH-6? Are you sure? AN/APR-39 seems to be the smallest RWR available used by most helicopters (Cobra, Apache, Chinook, Sea Knight, Blackhawk, Sea Stallion, Kiowa), I'm pretty sure they're not fitted on H-6 series. I couldn't find anything about AH-6 utilizing countermeasures or threat detection systems other than LWIRCM, which is a lightweight variant of CIRCM, planned for MELB block upgrades. As far as I'm aware the program had ~$23M funding for fiscal years 14-19 and is still being tested (and possibly fielded), so it's safe to assume this sort of ECM would still be in use in 2035. We don't have working ECM tho. Edit: Apparently the system is supposed to feature an "IR -Guided Missile Detection, Alert, and Countermeasure on the MELB", as mentioned here. So who knows.
  10. R-73 is capable of high-G maneuvers and off-boresight guidance as well. In fact R-73 had these characteristics first, even before 9x was designed, let's not forget about that! :) If off-bore capability won't be introduced initially, is it at least possible to somehow mod it in with current config structure?
  11. arkhir

    RHS Escalation (AFRF and USAF)

    Does destroying the gunner optic influence AI targeting ability in any way?
  12. arkhir

    Jets DLC Official Feedback

    Awesome. I wish we had at least the RWR and lock-on warning sounds. Hopefully someone will mod these in if we don't get them with the official DLC :D You missed "EJECT, EJECT!" at the end.
  13. arkhir

    Jets DLC Official Feedback

    What do you mean it's not an acceptable level of production? Everything you liked about this DLC will be free and you'll benefit from it in basically every way possible, even if you don't buy it. You're still getting hitpoints, new scripting commands, flight model improvements, HUD improvements, targetting overhaul, sound framework improvements — list goes on and on.
  14. arkhir

    Jets DLC Official Feedback

    Try placing down some invisible helipads, maybe they'll be able to land on them. Read what's in the DLC once again. Please try and pay attention to these factors: What is paid content? What sort of premium content is introduced with the DLC? What is the free platform update? What sort of features do we get for free? What sort of mechanics are included with the DLC as free platform update? Is there any free content introduced with the DLC as well? Will modders be able to use features introduced by the DLC? Helpful links: https://arma3.com/dlc/jets https://dev.arma3.com/
  15. Ever since I started flying jets in ArmA I was wondering about whether or not it would be possible to make certain assets (such as ground vehicles, jets or helicopters) render from outside of the object view distance. Some map objects have this property enabled inherently - large buildings, wind turbines and some other 'landmark' objects are rendering even beyond the OVD. This would be especially good if it worked similar to DCS, when looking through targetting pods, because you could really use the weapon systems as they are intended to be used without straining your performance too much. This would also be excellent for the new aircraft carrier and similar applications - it would limit the visible 'pop-in' without hitting the performance. How does this setting work with objects other than buildings? Is it even possible, engine-wise, to enable it for objects that aren't placed with the map editor? Another thing about TPODs is the limited view distance in PIP. Even when set at ultra it's really too short for most of the aerial tasks, only thing it works for is missile warhead camera, where the viewdistance doesn't matter that much, but I guess that's an engine limitation and nothing can be done about that.
  16. arkhir

    RHS Escalation (AFRF and USAF)

    Whoever configures ballistics/armour values in RHS armoured vehicles is a config wizard and deserves some praise. BRDMs are pennetrable from the side with 7.62x54 armour piercing and 5.45x39/7.62x39 EPR rounds as they should be. I always appreciated the way your shit is configured, but honestly I didn't expect this level of depth, I just wanted to take a moment and say this. Thank you guys.
  17. I've done some testing with this new command: setFeatureType 1 Seems to be good for important ground objects, such as AA(A) platforms during SEAD missions, armour and other assets significant for the jet. This command can be used to make sure that the object marked with it will render with proper LODs, even over far ranges or when using wide FoVs (low zoom). I am not sure if this is the case, but it seems this parameter forces rendering even when the object is covered by geo occluder or when current FoV levels wouldn't allow for rendering it. Thus, it makes spotting these objects easier in thermovision over extended ranges. Sometimes an object with hot thermal sig wouldn't render anyways if the zoom wasn't enough. setFeatureType 2 This parameter seems to be very useful for aerial assets. It will make the job much easier for the JTAC, allowing him to have reasonable OVD (2-3k for best performance at ground) with very high VD (12k!) to spot the plane early on and direct it onto target. Other than that it allows pilots to engage over long ranges, often far beyond visual, it also prevents the annoying plane/object 'pop in'. Could be utilized for large landmark objects (think oilrigs; no more pop-in) and aerial assets. As far as PiP goes, still no change. It's not very useful for watching the TGP feed, even on ultra. Some questions to the devs: Is featureType 1 forcing rendering even when it wouldn't otherwise happen, as I've seemed to notice, or does the FoV limitation still apply? After some optimizations regarding object rendering with higher OVD settings I've noticed that some objects won't render unless zoomed in, and this command would be very useful to override that. Apparently AI performance is tied to the VD set on the machine they're local to. Do they even care about object view distance, or is it only the case with general view distance? If AI doesn't take OVD into account then I guess setFeatureType = 2 makes no difference, because they always 'see' something as long as it's within their VD. Do featureType parameters influence PiP rendering distance in any way shape or form? Is it possible to somehow influence PiP camera rendering distance, so I can see my targets in PiP view even on ranges longer than ~2km?
  18. arkhir

    Apex Vehicles Feedback

    Have you tried https://community.bistudio.com/wiki/landAt? I suspect VTOL AI uses plane ai more than helicopter AI.
  19. arkhir

    BIS Aircraft Carrier

    Weapon systems seem to be DLC ownership-restricted, one cannot control them with terminal without ownership.
  20. arkhir

    BIS Aircraft Carrier

    Would it be possible to get retex for static static weapons from USS Freedom? They look really odd when placed anywhere else than on the carrier, or attached to HEMTT trucks :P
  21. No, thank you for the prompt response and doing what you're doing. I really hope the changes result in a good compromise between realism and balance, so everyone has a cake and eats one, too :P AI is still going to be just using the flare dumps, correct? Or will we see them using other modes as well? Got it. Will try later today/tommorow. Yeah, you're probably right. Directional warning would bring in some sort of differentiation between heatseekers vs. ARHs but I wouldn't expect you guys to introduce it before the release date, I'm sure you've got truckloads of other things to do, and I wish you best of luck with that. Thank you again! Even if it won't be interruptible by a keypress then it's something worth looking into. RHS Mods has done it with their planes, and as far as I'm aware, you can interrupt it anyways by switching the CM mode :P So to "LOAL" a GBU you need to target the laser marker (square symbol) but it doesn't have to be locked (square symbol with diamond)?
  22. Landmarks were indeed rendered beyond OVD, but the render distance is also dependant on FoV. If you're looking at something with 1x zoom you won't see some of these objects render, but if you zoom in a little they just may. Common landmarks include large buildings, antennae, wind turbines, etc.
  23. arkhir

    BIS Aircraft Carrier

    I hope this will be spawnable from Zeus, not only from Eden :D
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