Arma 3: Targeting
Targeting systems and aids in Arma 3
- Targeting-related configuration
- Custom panels (Sensor Display, GPS, ...) BIKI
- Sensors (Radar, IR, Laser spot tracking, ...) BIKI
Target Acquisition and Tracking (Sensors)
Some vehicles can be equipped with sensors that can detect, identify and track various types of targets. Different types of sensors loosely reflect the systems that exist in real life (Radars, EOST, IRST, LST) and are only able to acquire respective types of targets. See Sensors#Mechanics for more details on which target can be detected and tracked by what.
|Weapons/Next target (in vehicle)
|Select next target (targets are prioritized according to the currently selected weapon and the target threat)
|Select target under the cursor / center of view
|Measure distance (and speed) of the target or ground. Some vehicles automatically adjust the weapons zeroing (RCWS) or zeroing and lead on the target (Tank and APC cannon).
|LCTRL + R
|Toggle radar on/off
|LCTRL + RMB
|Switch to targeting camera full screen view
|LCTRL + T
|Locks the camera to area (ground) or point (target) track.
|Slew the camera
|Recenter camera to boresight /or/ to currently selected target (in stabilized mode)
|ATGM toggle Direct Attack (default) or Top Attack
See Custom panels page for more info about controlling the Sensor display.
- A marked target, tracked and visible, is indicated by square brackets.
- Once the marked target moves out of the sensor's line-of-sight or gets masked the indication changes into a dashed square and the target's actual position is only an estimate.
- A full square indicates that the currently selected weapon is able to acquire a lock and be guided on the target
- A crossed square indicates a friendly unit
Fire Control Systems
Some weapon systems can help the gunner find better firing solution when using standard ballistic munitions. There are currently 3 types of aids available. Target Lead Indication (used in jets and AAAs) and Automatic Lead/Range (RCWS, tank cannons), which provide solution for a marked target, and Predicted Impact Point (or CCIP) that show where the projectile will land if fired at that moment.
- AUTO - Full green square indicates that firing the weapon now will most probably result in a hit. Lead and zeroing are shifted automatically according to the target's distance, speed and direction, so player only has to make sure the crosshair is on target when pulling the trigger. (no longer used in vanilla assets)
- TLI - A line with a circle on its end indicates where the player has to aim to hit the target. Weapon crosshair needs to be placed on the small circle when pulling the trigger.
- PIP - A small crosshair with a dot in the center indicates where a projectile will land. Pipper needs to be placed on the target when pulling the trigger.
- A diamond indicates the lock acquisition. Once a dot appears in the center it means that the lock has been acquired and weapon can be launched. If there's no dot the locking is still in progress.
Crew coordination and awareness
General turret directions are shown on the radar or compass on the top of the screen. Crew positions where tight cooperation is required have an additional, precise indication in 3D where their partner is looking or aiming.
- An X indicates where the gunner is aiming when he's operating his weapon autonomously
- A cross indicates where the gunner is aiming. Once the gunner aimed at target a circle appears in the middle of the cross.
- Curved brackets indicate where the commander is looking