Page MenuHomeFeedback Tracker

Thermal head mounted optics
Closed, ResolvedPublic


Helmet mounted Thermal optics exist today, it is only logical that they would be distributed in the future as well.


Legacy ID
Have Not Tried
Feature Request
Steps To Reproduce

Use NVG model, add Thermal vision from laser designator at 1x zoom.

Event Timeline

2good4hisowngood edited Additional Information. (Show Details)
2good4hisowngood set Category to Feature Request.
2good4hisowngood set Reproducibility to Have Not Tried.
2good4hisowngood set Severity to None.
2good4hisowngood set Resolution to Open.
2good4hisowngood set Legacy ID to 1281765511.May 7 2016, 3:15 PM
Wiffel added a subscriber: Wiffel.May 7 2016, 3:15 PM

not needed in a game...

Maybe not needed, but certainly realistic.
There's also a hybrid vision model being already deployed by US Army -

You can be sure this will be added in ACE.

But however I would not enjoy a mission where everybody runs around with these things.

On the other hand: As a gadget for special forces in a huge mission where only 2 out of 100 guys have those it could be an interesting addition.

That's exactly what I'm thinking. Asymmetric scenarios are also very fun (think Insurgency). But, admitting the high skills of ACE devs, it can't be done without engine support. I created a ticket on Community issue tracker to allow this a while ago.

So, the ticket is perfectly viable - if not as "default" piece of equipment, then at least as a potential possibility to add one in mod.

What are you talking about, it can't be done without engine support of course it can? Night Vision is already in you simply remake it except with the Thermal effect.

arziben added a subscriber: arziben.May 7 2016, 3:15 PM

yes it should be implemented as it's realistic, but keep the regular NV, after all, we have a slot that can take several types of equipments

MadDogX added a subscriber: MadDogX.May 7 2016, 3:15 PM

Mass closing ancient tickets with no activity for > 12 months; assume fixed or too trivial.

If this issue is still relevant in current dev build, please re-post.