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- User Since
- Mar 15 2013, 3:58 PM (609 w, 6 d)
Jun 8 2018
Yup, Oukej said it wasn't intended to use laser designator with this missile. Still would be a good feature considering the wonky target acquiring with this missile. Not to mention for targets in cities.
Jun 4 2018
Oukej, I posted&made two vids here:
https://forums.bohemia.net/forums/topic/200468-jets-custom-panels-gps-camera-feeds/?do=findComment&comment=3295067
This missile is pure junk, I get even shorter lock-on distances than wiki, 1km-500m. Either extend it's lock-on range or scrap it, it's junk in player hands,it's even more junk in AI hands be it UCAV or F\A-181 and so on. Do you know what happens with an AI drone or plane that gets so close to an enemy? It gets blasted to pieces before it manages to lock-on with Macers.
Not to mention it can't lock-on even now on laser designated targets.
So it seems this was assigned since May 2017 but I don't see any fix for this. Still won't lock on with laser designator to this date.
Apr 19 2018
My findings with this issue is that removing cannon ammo will make the gunner use the AT missiles. I also noticed that switching the AT missile control from gunner to pilot will make chopper use them. I noticed this on Greyhawk/Ababil too where gunner won't target ground units but switching the guided missiles to the "pilot" will make the drone engaging targets.
Feb 21 2018
Same in 1.80.143869, not even gonna bother to make another video since no one cares anyway.
Sep 19 2017
No change in 1.76.
https://www.youtube.com/watch?v=UdC0MPF36bM
Jul 30 2017
May 20 2017
May 10 2016
Voted this because Vtol is the future.By 2035 Vtol solutions would be pretty mature,transport,gunship etc.
Fully agree with this,I also hope ToH content will get attention too.There is some neat content in there that most won't use it in that game.The flight model will probably be introduced in A3 but I'm talking about quite a nice selection of vehicles that are in that game like firetruck,ambulance,cop car,more diverse civ vehicles(pickups,Suvs etc) and even some nice units like the Swat ones and civvies.
Saw this ticket now,voted up.BI did a great job adding female civs in A2 but they were good only for immersion(not to have only men around towns).A3 really needs female civs and this time not only for scenery,driving and be able to use at least small arms(maybe pistols or smgs) would be a great addition.
Having female civs is a must-have for people like me that aren't only designing classic battle missions.
They have a role as ambience in towns just like the males maybe drive vehicles,or they could be used in rainbow six/swat scenarios,hostage rescue,vip escorting and so on.To people that can't find uses for them and think they're a waste of time it's not my fault your creativity is on the low level.
It's a great idea,throught the Arma games missions inside towns are mostly static in my case.You can't have a convoy speeding up through town if its getting attacked or a car running away when shooting starts because AI gets bonkers.
For the amount of game complexity the AI does a good job most of the time,sadly pathfinding and maneuvering in towns it's still in 2001 stage.
The problem with Farm Module is that it spawns only 2-3 npcs even with a radius of 500m in Agia Marina while the Village module simulates a small town better with plenty more npcs around.
Having them separated should allow us more control over npc&vehicles spawning.Besides let's face it the vehicles will always spawn in weird positions with this module.
Another benefit is that in the future if mods will add more civvie vehicles we could avoid situations like it was in A2.
The Vehicle module in A2 spawned every car under civ class so you had scenarios where a village had 3-4 firetrucks.:D
May 9 2016
That is why AI driving is actually worse in A3.In A2 they crashed or get stuck but they had a chance to reach their destination,right now in A3 they crash or get stuck and they also break their wheels so easily resulting in disabled vehicles.
Next time you ask your AI why he didn't bring his vehicle he'll answer "I broke my wheels man". :P
Done.:)
That's quite an improvement Dwarden,really glad you guys decided to "take on" this old issue.Convoy seems to move seamless.
Still there are a few issues with moving through Agia Marina.I can't repro every time but this happens:
http://www.youtube.com/watch?v=xS_L7R1ysOQ
Settings:safe/column
Sorry for the jerky framerate,it's because of the stupid recording program.
Punkatux,I doubt it's about ranking,why in a straight road without any obstacles they drive ok-ish most of the time,but when they need to corner or pass through a town(or God forbids passing and cornering in a town) everything goes to hell??
Should I mention again the rock climbing and getting stuck?
And I'm not even talking about convoy with enemy contacts,just simple driving.
If you indeed managed to get a convoy running why not upload a video?
The only improvements I indeed saw with the latest builds is that they cross bridges better,but I truly hope the devs won't believe that bridges were the only problem.
Look at their video presentations(E3 etc) and you'll notice it's either some AI infantry action or an AI chopper flying around.If it wasn't something wrong with their driving AI why they won't show it on a bigger scale(more than one vehicle)??
I hope the devs take a good look at those 2 videos,great job much better than my 3 missions.AI driving it's not barely working it's pure and simple broken at this stage.
Yeah I haven't made a mission specifically about the stuck on rocks problem but I assume 99,9% of the players met that already with AI drivers.
Now I'm currently working on a mission to repro everytime the AI running over teammates.The results are baffling to say the least.
Sometimes they stop when meeting npcs in front while other times they stop,then going backwards to find a different route or they return to the first route and run over everything in sight.
I've made some missions to repro.AI set on Safe and Column formation,normal speed.A few Notes:
"Fubar AI" mission:slow cornering,brake/move,bridge not crossable,lead vehicle going in different direction when at bridge,second vehicle crashing into first vehicle and so on.Restart the mission a few times and you'll also notice the lead vehicle or second one hitting the house at ID 5977.
"Convoy in town" mission:Braking a lot,slow cornering,lead vehicle hitting electricity pole or fence,second vehicle sometimes miss the cornering.
"Convoy on open roads" mission:AI hits the brakes too much.When it arrives at junction lead vehicle slows too much but takes the cornering in the end,second vehicle has problem making a right turn halting the rest of the convoy.
@MadDogX,you'll never find any pathfinding issues by putting a single vehicle on the map and make it drive from A to B on open roads.Even in convoy they'll drive ok-ish if the road doesn't have junctions and AI doesn't have to make right&left turns or driving through towns.
EDIT:Had to put the missions in a Rar archive since the bugtracker doesn't let me upload the mission pbo.
Fully agree with the guys above,this problem is ancient and I'm 200% certain that BI is very aware of it.Please try to respect us a bit and don't act like this is something that popped yesterday in A3 Alpha.
Either you're a new dev on board which I fully understand if you aren't aware of the problem or either you've been long enough with BI but you actually never played your own games if you ask for more repro steps at this stage.
The vehicle pathfinding and especially the braking/move on safe mode in convoy,crossing the bridges issue,teammates run over by friendly vehicles or cornering issues in towns is something known from A2 1.0 release and even A1 if my memory still serves right.
It's the old A1&A2 bug,even on safe mode if they're in convoy they stop/move and 100m later they do the same.I wouldn't even suggest trying to cross a town with 3 vehicles after you(or even one).I can also confirm the rock hopping,if one of them gets on a rock it's stuck.It's like they copy-pasted the AI driving from A2.
Forgot to add they still can't cross bridges like the one in Agia Marina.
The funny stuff in all of this is I've seen the AI drivers trying to avoid the friendly units or simply stop when a soldier is in front.After awhile though they turn into maniacs(it's like they enter in rage mode) and don't care at all who's in front,back or near them.:)
A workaround could be to make the friendlies not to take damage only from friendly vehicles when run over.It wouldn't be ideal but at least you can have a squad in one piece and not worry that the friendly vehicle just run over 2-3 teammates.
I know it's alpha and all but this problem is ancient and still not fixed,I do hope this time BI actually bothers to fix the AI driving in convoy.You don't have any excuse anymore with the AI limitation in the 2013.
Wish I could vote this 100 times over.
Indeed I was wrong,tested your method I didn't set them up in V,but I set up a SLAM minefield.Me as a passenger in the third vehicle with units on full skill.Tested a couple of times,sometimes they detect 3-4 mines,other times only one.I would say the detection is just fine and don't see where the problem is.Also when they detected more mines was when a vehicle was already hit so it's pretty logical they would become even more alerted.
So basically you need to put more than 3 mines.I also made a video about this that should conclude the AI detection:
http://www.youtube.com/watch?v=QIbVkQJZIfQ
I agree with you about tanks,but I was referring to the vehicles.If you look at the mines there aren't only anti-tank mines,the anti-armor mine is for everything else that's not a tank.Convoys usually don't drive in woods or ravines or into open fields.They use those things called roads.
It may be unrealistic to put a mine on the road but where else would you put it?If it's an anti-armor mine you're gonna put it where vehicles pass unlike a explosive charge that you can detonate it and hide it better.What will be the point of anti-armor mines if AI detects them every time?