- User Since
- Mar 5 2014, 3:32 AM (509 w, 3 d)
Jun 19 2016
Jun 17 2016
May 10 2016
It might be nice as well if it returned solutions for all of the available charges for the shell, or if we could specify what charge to calculate the solution for.
Then of course, a command to determine the current charge setting that is selected would be nice (and an indicator on the non-artillery computer UI).
I agree that the MRLS rocket explosions need a larger visual effect. The visual effect is larger than the 80mm mortar's, but it is actually identical to the 150mm howitzer shell. Considering the rocket is far more deadly and contains a much greater quantity of explosive compound, the visual effect should be more pronounced.
It might also be nice to have the effect appear as an airburst explosion as well, with shrapnel kicking up dirt in a wide area beneath it, as it is quite common for modern 230mm rockets to be fired in airbust mode and would be visually distinct from the howitzer as well.
The visual effect of these rockets airbursting in real life is quite impressive.
It is upsetting that this has not even been reviewed yet.
I am pretty frustrated that this is still an issue. This could easily be fixed by swapping the duties of the gunner and commander seats, where the gunner directs the actions of the other units in the vehicle and the "commander" is a subordinate.
As a side note, it would be nice if AI controlled artillery units would fire on enemy units beyond line of sight when grouped with another unit that has spotted the enemy. Currently, AI controlled artillery units will only fire on enemy units that are in direct line of sight (and pretty short range) unless directed to fire through scripts or the support module by a player.
It would also be great if AI controlled indirect fire units could be directed by AI groups using the support request module, such that AI groups far from the artillery unit providing support would call for fire.
I have noticed this in my attempts to change the default (terrible) UAV functionality.
I would also like to mention that the UAV turret will never aim at an enemy unit unless directly controlled by the player. I would wager that this has something to do with the "turret locking" mechanic where the turret attempts to stabilize and remain aimed at a specific point when you do not move it. This functionality is poor and should be removed, as it is near impossible to "lock" the turret and keep it aimed at the position that you intend due to the delay between when you stop moving the mouse and when the turret actually "locks" onto the target location.
I would trade the current turret aim locking functionality for an AI that actually aims at enemy targets any day, as this could be used for PIP displays and allow the AI to designate targets with the laser (with some scripting help.)
would be nice, especially to implement more diverse vehicle weaponry (long range AA missiles AHEM). I understand and support that ARMA is not DCS and everything isn't and shouldn't be hyper-realistic, but this suggestion would allow the implementation of much more diverse weapon systems that are accessible, challenging to use, yet easily learnable to the average ARMA player.
The current long range AA missiles are essentially identical to the short range if you run this game on a mediocre PC and cant crank you draw distance up.
Long range AA missiles in real life are typically two-stage semi and active radar guided missiles. This means that once a target is identified (way beyond visual range) on the firing platform's radar, the missile is fired and usually uses GPS guidance or tracks the target as it is illuminated by a radar from the firing platform. Once the missile arrives near the target's predicted and tracked location, it activates its own radar and paints the target at short range.
Basically, you fire the missile from a very long distance towards a region of space called an "acquisition basket" at which point the missile becomes autonomous and tracks the target of its own accord.
This suggestion, along with improvements to the submunition tokens in the configs that allow projections to auto-acquire targets and "detonate" (deploy submunitions) some time before arriving at the intended target would be fantastic.
May 9 2016
It would also be quite nice if suppressive fire were worked out for vehicles as well. For example, a player with an AI controlled fixed-wing in his or her group could command the AI to lay down "suppressive fire" on a location, and the aircraft would perform a few gun runs and possibly even fire a few unguided HE rockets on the target location, or the player could command an IFV in his group to lob HE shells and machinegun fire at the target location.
It is currently very difficult to force a unit of any type, including vehicles, to stop engaging an enemy and fire at a point in space, and requires rather "advanced" scripting methods. This seems strange, considering the numerous scripting commands that seemingly should enable a player to control what a unit is shooting at, yet none of them work effectively. The proposed modification to "suppressive fire" and an associated change to the related scripting command would be immensely helpful.