I did the tests also with vanilla arma 3 (no mods) version 1.66 139586
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Dec 9 2016
Dec 7 2016
May 10 2016
Hello
Please have also a look at this bugreports:
http://feedback.arma3.com/view.php?id=24894
Hello
Thanx for your fast answer.
That's the way we did tests with two human players. As you can see, in the 3. test there is the issue
Version
1.48.131645
No mods
View-Settings
All: 2022
Object: 2022
Shadow: 100
Inits
mk6gunner: this allowDamage false; setViewDistance 4000;
observer: this allowDamage false; setViewDistance 4000;
mk6: this allowDamage false; this addeventhandler ["fired", {(_this select 0) setvehicleammo 1}];
quad1: this allowDamage false;
quad2: this allowDamage false;
Coordinates x y z
Battery1: 12826 16713 87
Position1: 12849 16680 91
Position2: 13376 16984 18
Position3: 14058 16445 17
Position4: 14639 16684 18
Illumination1: 13381 16907 18
Illumination2: 14138 16476 17
Illumination3: 14659 16753 18
- Tests -- Distances
Battery1 to Position1 = 40 meters
Battery1 to Position2 = 613 meters
Battery1 to Illumination1 = 588 meters
Position1 to Illumination1 = 587 metres / The observer can see the flares
Position2 to Illumination1 = 77 metres / The observer can see the flares
- Tests -- Distances
Battery1 to Position1 = 40 meters
Battery1 to Position3 = 1261 meters
Battery1 to Illumination2 = 1333 meters
Position1 to Illumination2 = 1305 meters / The observer can see the flares
Position3 to Illumination2 = 86 meters / The observer can see the flares
- Tests -- Distances
Battery1 to Position1 = 40 meters
Battery1 to Position4 = 1813 meters
Battery1 to Illumination3 = 1833 meters
Position1 to Illumination3 = 1811 meters / The observer can see the flares
Position4 to Illumination3 = 72 meters / The observer can't see the flares
The same results with the this mod: http://www.zeus-community.net/important/hosted/kls_flarefix.zip
Hello
It works. But i think the "timeToLive" option is a little to long.
class CfgAmmo
{
class FlareCore;
class FlareBase;
class Flare_82mm_AMOS_White: FlareCore
{
timeToLive = 60; brightness = 200; intensity = 1000000;
};
That "timeToLive = 60" should be enough.
There is also another issue:
The first player is the artillery observer or an infantry troup nearly close to the target. The second one is the mortar gunner. The distance between the mortar gunner and the artillery observer or an infantry troup is for example 1400 meters. The artillery observer or the infantry troup aren't able to see any flares or illumination bullets on target. If the artillery obeserver or the infanrty troup is closer to the mortar for example 300 meters, then they are able to see the flares or illumination bullets on target.
If we do tests with a virtual artillery support (without human mortar gunner), then it works...
Since the update 1.48 the manual trajectory calculation doesn't work. I did also tests with the ace 3.1.1 mod and "ACE_RangeTable_82mm" by using 1.48 -- no chance to hit any targets. If i use the 1.46 all is working fine:
http://feedback.arma3.com/view.php?id=24894
Why are they doing such strange changes in an update? BI, please let us know, how we should now doing manual trajectory calculation, because we are playing with the "enableEngineArtillery false;" option.