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Found 9 results

  1. Magic radar is dead, long live the feature-creep! As a part of the Jets DLC 'platform upgrade' (ie the free features available to everyone that owns Arma 3), we're releasing an early, rough version of our revisited take on electronic warfare. Part of Arma that was admittedly experiencing some red chains and needed a buff. With the upcoming Jets DLC (and thanks to your feedback) we now have a chance to overhaul big chunks of the target detection and tracking mechanics. Before we go any further, I recommend you to reset your keybinds to the A3 or Apex preset (and dump all the hours you've spent customizing them) - otherwise you'll see a lot of missing strings and unnecessary action menu entries. ;) Let's split it into three parts: mechanics, UI and assets. Target Detection & Tacking The separation of various sensor types and unification of configuration. Sensors can detect targets by Infra-red or Visible spectrum, by active radar or passive radar detection (RWR), by Laser or NV spots and there also can be a sensor for tracking small targets like individual soldiers. Common properties are ranges, angles, how well the sensors detect targets against ground or sky background, how high the target needs to be or how fast it needs to move to be detected. Some of the sensors have unique properties: IR needs the target vehicle to have actually heated up (not just engine on/off) Radar can be switched off (by default: CTRL + R) AI switches the Radar ON in Aware and Combat And Passive radar or RWR detects those that didn't do so :) Targets can now vary in their signatures too. Terrain, route planning, vehicle selection, careful radar usage now makes a big difference. More details about this will be soon available on wiki, in samples, and via an OPREP. The same system can be used for both missile seekers (ammo sensors) and vehicles. So far, we've configured only part of our vehicle ORBAT. Sensor Display & Symbology Current symbology version Prev.version The old magical radar slash compass* slash RWR is gone. It has been replaced by a brand-new synthetic Sensor Display (or Tactical Awareness or Tactical Situation Display if you wish). Yes, it's in the UI. Again, no nice display on modelled MFDs. But no unicorns either. It falls under another novelty - the Custom Info - where you'll find how to open and switch to the Sensor Display. What can be displayed: Where the targets are What type of targets What is their allegiance** Where are the threats What are the ranges of your sensors What you have assigned, marked and what is the type of marked target** And if you happen to have the radar and it's switched on then you can also see target's speed, altitude ASL and distance * Lack of compass means no functionality for relative turrets' directions. We'll bring it back via other means ASAP. ** The target type on Sensor display allowed us to remove the name tag from mark and lock symbols in 3D. Together with it - and this has a major gameplay impact - is gone the automatic red coloring of enemies. Assets -to be updated- What it can't do, what's still heavily in progress, where we need your feedback Balancing - it's rough and quite random atm. A big one where we need your playtesting and feedback. We won't push it into Main Branch anytime soon - expect at least 2 months of public testing and balancing. Enemy confirmation - you've probably noticed the enemy symbology. That's for confirmed enemies only. What's that? We plan to add scripts that you could utilize to have entities confirmed as enemies by any way you find useful. Symbology - something we're still uncertain about. Would you like the old squares vs. triangles better? Internal tests show us that the one available now in Dev Branch may be quite unintuitive. We need your feedback here. Target Recognition - currently the sensor recognizes the target almost immediately. We had ideas about delays or variable recognition distances based on the sensor. Kudos to our modders and community for feedback, shared knowledge and endless inspiration (heya, mando missile :)) And one special nod to airwarriors.com. Documentation: https://community.bistudio.com/wiki/Arma_3_Sensors
  2. RADAR/PANEL BUG

    I do not know what is happening but now the scroll no longer appears the option to use the panel and I can only do these things by key bind the most bizarre is that with mods I can not change the range of my radar and still yes the option of the panel does not appear, can anyone help me?
  3. Alongside our planned Jets DLC platform upgrades, we needed moar UI. But quite a big part of the ingame screen is already taken by various elements and gadgets. We realize that, despite our goal to be more 'minimalistic' with UI, we have quite a lot going on in there. We've decided to put some elements into 'generic containers'. Together with Weapon and Vehicle Info, we now have a system called 'Custom Info'. It's 'Custom' because it allows you to pick which ones you want to have displayed in game. Custom also because creates a framework for modders to use - more about that later on wiki. Before we go any further, I recommend you to reset your keybinds to A3 or Apex preset (and dump all the hours you've spent customizing them) - otherwise you'll see a lot of missing strings and unnecessary action menu entries. As a player, what you get is a system of two windows - left and right. You have actions to toggle modules inside these windows. By default: [ - next module (GPS, feed, sensor display....) on left display RCTRL + [ - toggle sub-mode (range, feed spectrum...) on left display ] - next module on right display RCTRL + ] - toggle sub-mode on right display (no default keybind) - previous module on left display (no default keybind) - previous module on right display (no default keybind) - close left display (no default keybind) - close right display You can find following modules: Navigation (if your have a GPS item or GPS is configured as integral part of your vehicle) - the navigation is now rotating. The tech is being improved, so you can expect some hickups. Slingload assistant (if your vehicle can slingload) UAV camera feed (if you have an UAV terminal) Crew list (If you are inside a vehicle) In addition - in all military aircraft - you will have a Sensor display. More about that in the Sensor Overhaul feedback thread In all tanks, APCs, MRAPs and similar 'advanced' vehicles, you will have camera feeds from other crew's positions. In attack aircraft (gunships, fighters, CAS), you will also have feeds from TGP (driver), gunner and also from a launched missile wherever applicable. The old actions for GPS, Drone feed and Slingload assistant still work and will directly switch the default window to the respective module. Enjoy, and let us know what you think!
  4. I would like to disable the vehicle panels showing GPS, radar, and crew. I have tried using the showHUD command and its parameters, but it does not work for vehicles.
  5. Not able to turn on radar

    Hi, I am currently having an in-game issue where I cannot seem to enable the radar in the scroll menu. I've tried launching my game with and without mods, but with no luck - the option simply does not appear in the scroll menu when I am inside a plane.
  6. In koth the radar is not working proper anymore, when i am on blue sight and want to join a dogfight in jets for example and the enemy team is using a Wipeout i cant lock on to him. I know that the Wipeout usualy is a Bluefor jet, before 1.68 there was no problem with the radar and the lock on but after that i cant get a lock on or the right radar symbol. R and T not working The Cheetah radar is not working in any way, and R and T as well are bugged. 8/10 Times nothing is working.
  7. Hello, since the last Update that is realy fresh and gives the game more stability and realy nice jet sounds, i recogniced one problem. I was playing on a official Koth-Server EU#2, all jets in the air were shown all the time as friendly jets and i was 90% of the time unable to lock on to them in a Tigris Even if i was in a Team the map showed them as friendly jet and even after locking them on manualy with T they still were shown as friendly on the map and on the small radar on the top of the screen. Thats realy frustrating and you lose some serious amount of money. just wanted to tell you this issue, thx
  8. I'm playing around with the editor, where I fly around and engage hostile Ifrit HMG's and I noticed I no longer get radar contacts (grey boxes in the the top center circle). I know that I can't lock on since the AH-9 Pawnee only has direct fire weapons but I used to be able to target. Is this a bug or did Bohemia change the mechanics? (I guess you would need targeting pod to track targets in real life, so maybe this is part of adding some realism?) Video from a few years back where the contacts would show up in the radar (probably need to go full screen to see them)
  9. Hey guys, The Question is if it is possible to get a list of objects shown in vehicles radar? The reason is that I am working on some little FSM scripts to enhance A.I. shooting from vehicles. Until now I have a zu-39 tigris with this "Tigris Flak Conversion Script". The vanilla ai begins to shoot only if the directly attacking plane (a10) has passed the tigris. My FSM script enhanced that behavior and now tigris begins to shoot if A-10 is about 1.000 m away. Maybe I can optimize it some more. Why I need that radar objects? I want the tigris to target and shoot the A-10 only if it appears on the radar of tigris.
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