Targeting Config Reference – Arma 3 Talk
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{{ | {{ConfigPage|start}} | ||
==== Configuration ==== | ==== Configuration ==== | ||
===== Disable locking of all non guided weapons with AutoGuideAT disabled ===== | ===== Disable locking of all non guided weapons with AutoGuideAT disabled ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/27763|link}} | ||
HowTo: set canLock=1 to all weapons with canLock=2 except for guided missiles. Ref: | HowTo: set canLock=1 to all weapons with canLock=2 except for guided missiles. Ref: | ||
Line 13: | Line 13: | ||
===== Add cursor to driver/pilot view in vehicles like in OFP to ease commanding the gunner or troops ===== | ===== Add cursor to driver/pilot view in vehicles like in OFP to ease commanding the gunner or troops ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/13218|link}} | ||
HowTo: Is in TKOH (Hinds). Should only to assign a cursor text for the right config key. | HowTo: Is in TKOH (Hinds). Should only to assign a cursor text for the right config key. | ||
Line 21: | Line 21: | ||
===== Remove radar infos for non-radar equiped Vehicles and Aircrafts ===== | ===== Remove radar infos for non-radar equiped Vehicles and Aircrafts ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/37779|link}} | ||
HowTo: radar (1) removal from xxxCanSee of the given vehicle position (driver/gunner/commander). | HowTo: radar (1) removal from xxxCanSee of the given vehicle position (driver/gunner/commander). | ||
Line 29: | Line 29: | ||
===== Static weapon (TOW, MK19, M2, ASG-30) are visible on radars ===== | ===== Static weapon (TOW, MK19, M2, ASG-30) are visible on radars ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/43765|link}} | ||
HowTo: Set irTarget=0 for in StaticWeapon (and maybe leave it own/set to 1 for StaticAAWeapon). | HowTo: Set irTarget=0 for in StaticWeapon (and maybe leave it own/set to 1 for StaticAAWeapon). | ||
Line 38: | Line 38: | ||
===== Tanks with auxilary Power Generators turn on main motor when turning the turret ===== | ===== Tanks with auxilary Power Generators turn on main motor when turning the turret ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/2649|link}} | ||
HowTo: Set startEngine=0 in given turret when the turret does not operate on main motor. | HowTo: Set startEngine=0 in given turret when the turret does not operate on main motor. | ||
Line 47: | Line 47: | ||
===== Make it possible to have a weapon able to lock air units only ===== | ===== Make it possible to have a weapon able to lock air units only ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/11086|link}} | ||
HowTo: Set airLock=2 for AA missiles (and AAA guns?). | HowTo: Set airLock=2 for AA missiles (and AAA guns?). | ||
Line 56: | Line 56: | ||
===== Airplanes survive too many AA missile hits ===== | ===== Airplanes survive too many AA missile hits ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/15980|link}} | ||
HowTo: tweak armor/armorStructural for planes. | HowTo: tweak armor/armorStructural for planes. | ||
Line 65: | Line 65: | ||
===== FFARs should be operated by pilot ===== | ===== FFARs should be operated by pilot ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/28753|link}} | ||
HowTo: Move unguided missiles from gunner turret to pilot weapon/magazine definition. | HowTo: Move unguided missiles from gunner turret to pilot weapon/magazine definition. | ||
Line 74: | Line 74: | ||
===== Improve helicopter main gun dispersion ===== | ===== Improve helicopter main gun dispersion ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/50161|link}} | ||
HowTo: Tweak dispersion value. | HowTo: Tweak dispersion value. | ||
Line 83: | Line 83: | ||
===== Many missiles are flying too fast ===== | ===== Many missiles are flying too fast ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/28705|link}} | ||
HowTo: Tweak initTime, thrustTime, thrust (cfgAmmo) and initSpeed (cfgMagazines) of missiles. Ref: | HowTo: Tweak initTime, thrustTime, thrust (cfgAmmo) and initSpeed (cfgMagazines) of missiles. Ref: {{Link|link= http://www.armaholic.com/page.php?id=14008|text= GLT Real Air Weapons (RAW)}} | ||
<span style="color:#32CD32"> ''Resolution: Needs review'' </span> | <span style="color:#32CD32"> ''Resolution: Needs review'' </span> | ||
Line 92: | Line 92: | ||
===== CH-29 missiles burn out too quickly ===== | ===== CH-29 missiles burn out too quickly ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/2920|link}} | ||
HowTo: Tweak initTime, thrustTime, thrust (cfgAmmo) and initSpeed (cfgMagazines) of missiles. Ref: | HowTo: Tweak initTime, thrustTime, thrust (cfgAmmo) and initSpeed (cfgMagazines) of missiles. Ref: {{Link|link= http://www.armaholic.com/page.php?id=14008|text= GLT Real Air Weapons (RAW)}} | ||
<span style="color:#32CD32"> ''Resolution: N/A for Arma 3'' </span> | <span style="color:#32CD32"> ''Resolution: N/A for Arma 3'' </span> | ||
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===== Vikhr Missiles CfgAmmo should be changed to make the Vikhr Ground-Attack only ===== | ===== Vikhr Missiles CfgAmmo should be changed to make the Vikhr Ground-Attack only ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/8890|link}} | ||
HowTo: Set airLock=0 for M_Vikhr_AT (cfgAmmo). For A3 these might be relevant: M_Titan_AT, M_NLAW_AT, M_Air_AA and subclasses. | HowTo: Set airLock=0 for M_Vikhr_AT (cfgAmmo). For A3 these might be relevant: M_Titan_AT, M_NLAW_AT, M_Air_AA and subclasses. | ||
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===== Simulate laser guidance by helicopter weapons (like Hellfire for AH-64 Apache and AH-1Z Cobra) ===== | ===== Simulate laser guidance by helicopter weapons (like Hellfire for AH-64 Apache and AH-1Z Cobra) ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/14454|link}} | ||
HowTo: Set canLock=1 and manualControl=1 or add Laserdesignator_mounted and irLock=0 (or [https://dev.withsix.com/issues/50107 Make laserLock and nvLock independant to canLock]). | HowTo: Set canLock=1 and manualControl=1 or add Laserdesignator_mounted and irLock=0 (or [https://dev.withsix.com/issues/50107 Make laserLock and nvLock independant to canLock]). | ||
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===== Beeping noise when acquiring missile lock is WAY too loud ===== | ===== Beeping noise when acquiring missile lock is WAY too loud ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/20489|link}} | ||
HowTo: Improve soundLocked[] sound file. | HowTo: Improve soundLocked[] sound file. | ||
Line 130: | Line 130: | ||
===== Rockets 9M117M1 Arkan / 9M113 Konkurs / 9M119M Refleks not laser/wire-guided ===== | ===== Rockets 9M117M1 Arkan / 9M113 Konkurs / 9M119M Refleks not laser/wire-guided ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/11200|link}} | ||
HowTo: Set manualControl=1, canLock=1 and not too high missile speed. | HowTo: Set manualControl=1, canLock=1 and not too high missile speed. | ||
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===== Refleks and arkan missiles cannot be guided manually, only with auto-guiding ===== | ===== Refleks and arkan missiles cannot be guided manually, only with auto-guiding ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/14436|link}} | ||
HowTo: Set manualControl=1, canLock=1 and not too high missile speed. | HowTo: Set manualControl=1, canLock=1 and not too high missile speed. | ||
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===== Locking delay is too short for most missile launchers ===== | ===== Locking delay is too short for most missile launchers ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/45984|link}} | ||
HowTo: Adjust weaponLockDelay from 3 to higher values per missile. | HowTo: Adjust weaponLockDelay from 3 to higher values per missile. | ||
Line 157: | Line 157: | ||
===== Equip more vehicles with a laser weapon - Laser FCS (Firing Control System) ===== | ===== Equip more vehicles with a laser weapon - Laser FCS (Firing Control System) ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/27346|link}} | ||
HowTo: Add Laserdesignator_mounted weapon to more vehicles. | HowTo: Add Laserdesignator_mounted weapon to more vehicles. | ||
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===== Add option to restrict radar locking (TAB target cycling) of vehicles ===== | ===== Add option to restrict radar locking (TAB target cycling) of vehicles ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/14094|link}} | ||
Comment: Could be done with canLock=1 for all non Fire-And-Forget (FNF) guided missiles as AutoGuideAT makes it a difficulty setting. | Comment: Could be done with canLock=1 for all non Fire-And-Forget (FNF) guided missiles as AutoGuideAT makes it a difficulty setting. | ||
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===== Add difficulty option to disable radar of vehicles (that don't have one in reality) ===== | ===== Add difficulty option to disable radar of vehicles (that don't have one in reality) ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/17965|link}} | ||
Comment: Needs a new config value like hasRadar, link it to difficulty level or a new setting and disable it for vehicles with hasRadar=1 in Veteran/Expert. This way new players could still play with "always radar" in lower difficulty. | Comment: Needs a new config value like hasRadar, link it to difficulty level or a new setting and disable it for vehicles with hasRadar=1 in Veteran/Expert. This way new players could still play with "always radar" in lower difficulty. | ||
Line 190: | Line 190: | ||
===== Add option to disable friend-foe radar signature (difficulty setting) ===== | ===== Add option to disable friend-foe radar signature (difficulty setting) ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/16719|link}} | ||
Comment: To keep it for lower difficulty, but allow more realistic and better gameplay in Veteran Expert. Could be linked closely with the suggested IFF changes. | Comment: To keep it for lower difficulty, but allow more realistic and better gameplay in Veteran Expert. Could be linked closely with the suggested IFF changes. | ||
Line 199: | Line 199: | ||
===== Add difficulty option to hide the locking cursor ===== | ===== Add difficulty option to hide the locking cursor ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/45979|link}} | ||
Comment: To make player rely on locking sound only. Defined in CfgInGameUI-Cursor/lock/target/select_target. | Comment: To make player rely on locking sound only. Defined in CfgInGameUI-Cursor/lock/target/select_target. | ||
Line 208: | Line 208: | ||
===== Radar targets and locking ability needs to be limited by object drawing distance for units/vehicles with irScanToEyeFactor=1 ===== | ===== Radar targets and locking ability needs to be limited by object drawing distance for units/vehicles with irScanToEyeFactor=1 ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/37331|link}} | ||
Comment: To reduce/remove locking abuse. Only with irScanToEyeFactor>1, radar detection/locking should go beyond viewable distance. | Comment: To reduce/remove locking abuse. Only with irScanToEyeFactor>1, radar detection/locking should go beyond viewable distance. | ||
Line 217: | Line 217: | ||
===== Airborne chopper to be rendered in larger distances ===== | ===== Airborne chopper to be rendered in larger distances ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/27584|link}} | ||
Comment: Ondrej: The rationale why only planes and not helis that planes are mostly flying higher, and there are less planes in the mission, but in principle the solution can be easily extended for helis as well later. | Comment: Ondrej: The rationale why only planes and not helis that planes are mostly flying higher, and there are less planes in the mission, but in principle the solution can be easily extended for helis as well later. | ||
Line 226: | Line 226: | ||
===== Improve radar and friend-foe-identification (IFF) simulation ===== | ===== Improve radar and friend-foe-identification (IFF) simulation ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/2251|link}} | ||
Comment: Picks up ideas from Hladas in the BI forum discussion. Improvements here would help big time. | Comment: Picks up ideas from Hladas in the BI forum discussion. Improvements here would help big time. | ||
Line 235: | Line 235: | ||
===== irScanGround = 0/false does not limit radar/target identification to air vehicles ===== | ===== irScanGround = 0/false does not limit radar/target identification to air vehicles ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/46368|link}} | ||
Comment: Seems like a bug or functionality is different. No (for me accessible) information available about it. | Comment: Seems like a bug or functionality is different. No (for me accessible) information available about it. | ||
Line 244: | Line 244: | ||
===== Simulation shotRocket ignores ballistic profile (gravity) after rocket burn out ===== | ===== Simulation shotRocket ignores ballistic profile (gravity) after rocket burn out ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/18809|link}} | ||
Comment: Makes rockets way too easy to shoot distant targets. Not realistic and looks weird too. | Comment: Makes rockets way too easy to shoot distant targets. Not realistic and looks weird too. | ||
Line 253: | Line 253: | ||
===== Disperion for rockets ===== | ===== Disperion for rockets ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/50156|link}} | ||
Comment: Lack of dispersion makes especially for air units hard to hit targets. Not realistic and bad for gameplay. | Comment: Lack of dispersion makes especially for air units hard to hit targets. Not realistic and bad for gameplay. | ||
Line 262: | Line 262: | ||
===== Disable auto locking of infantry launchers or reduce automatic lock area ===== | ===== Disable auto locking of infantry launchers or reduce automatic lock area ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/16255|link}} | ||
Comment: While both should be realistic, with the visible locking cursor it makes them too easy to use and strong. Could be solved with the option to hide the locking cursor, or make (some) launchers require RMB use to lock onto a target. | Comment: While both should be realistic, with the visible locking cursor it makes them too easy to use and strong. Could be solved with the option to hide the locking cursor, or make (some) launchers require RMB use to lock onto a target. | ||
Line 271: | Line 271: | ||
===== Improve countermeasures and warning system ===== | ===== Improve countermeasures and warning system ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/12692|link}} | ||
Comment: cmImmunity should be tweaked, but AI use needs be improved as well as MP issues. | Comment: cmImmunity should be tweaked, but AI use needs be improved as well as MP issues. | ||
Line 280: | Line 280: | ||
===== Missiles don't lead moving optical/laser targets ===== | ===== Missiles don't lead moving optical/laser targets ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/4812|link}} | ||
Comment: Very important for manual guidance of missiles. | Comment: Very important for manual guidance of missiles. | ||
Line 289: | Line 289: | ||
===== SACLOS guidance unrealistic ===== | ===== SACLOS guidance unrealistic ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/29706|link}} | ||
Comment: Very important for manual guidance of missiles. | Comment: Very important for manual guidance of missiles. | ||
Line 298: | Line 298: | ||
===== ballisticsComputer calculation uses inverted target lateral velocity when facing south ===== | ===== ballisticsComputer calculation uses inverted target lateral velocity when facing south ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/6823|link}} | ||
Comment: This bug should be finally fixed. | Comment: This bug should be finally fixed. | ||
Line 307: | Line 307: | ||
===== Locking of _guided missiles_ does not work as pilot without gunner ===== | ===== Locking of _guided missiles_ does not work as pilot without gunner ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/12299|link}} | ||
Comment: Useful for lower difficulty settings. | Comment: Useful for lower difficulty settings. | ||
Line 316: | Line 316: | ||
===== Add additional "preparation" time when selecting launchers ===== | ===== Add additional "preparation" time when selecting launchers ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/16104|link}} | ||
Comment: To make infantry launcher use non as simplistic/gamey. | Comment: To make infantry launcher use non as simplistic/gamey. | ||
Line 325: | Line 325: | ||
===== Make fuseDistance config entry working for Rockets/Missiles/RPGs ===== | ===== Make fuseDistance config entry working for Rockets/Missiles/RPGs ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/9614|link}} | ||
Comment: Useful tweak. | Comment: Useful tweak. | ||
Line 334: | Line 334: | ||
===== Add more damagable systems and indicators for fixed-wing-aircraft ===== | ===== Add more damagable systems and indicators for fixed-wing-aircraft ===== | ||
URL: | URL: {{Link|https://dev.withsix.com/issues/12203|link}} | ||
Comment: Should be present already in A3, yet further tweaks/improvements would be useful. | Comment: Should be present already in A3, yet further tweaks/improvements would be useful. | ||
<span style="color:#32CD32"> ''Resolution: '' </span> | <span style="color:#32CD32"> ''Resolution: '' </span> | ||
{{ | {{ConfigPage|end}} |
Latest revision as of 12:06, 30 April 2024
Configuration
Disable locking of all non guided weapons with AutoGuideAT disabled
URL: link (dead link)
HowTo: set canLock=1 to all weapons with canLock=2 except for guided missiles. Ref:
laser/wire/radio guidances = manual aiming until impact radar/auto tracking/IR guidances = autolock (current tablock/mouse 2) fire and forget style
Resolution: canLock=1 (locking based on difficulty) is no longer used
Add cursor to driver/pilot view in vehicles like in OFP to ease commanding the gunner or troops
URL: link (dead link)
HowTo: Is in TKOH (Hinds). Should only to assign a cursor text for the right config key.
Resolution: Cursor is present when commanding. Possible also via HMD.
Remove radar infos for non-radar equiped Vehicles and Aircrafts
URL: link (dead link)
HowTo: radar (1) removal from xxxCanSee of the given vehicle position (driver/gunner/commander).
Resolution: Arma 3 Targeting config reference#radarType
Static weapon (TOW, MK19, M2, ASG-30) are visible on radars
URL: link (dead link)
HowTo: Set irTarget=0 for in StaticWeapon (and maybe leave it own/set to 1 for StaticAAWeapon).
Resolution: Done
Tanks with auxilary Power Generators turn on main motor when turning the turret
URL: link (dead link)
HowTo: Set startEngine=0 in given turret when the turret does not operate on main motor.
Resolution: Done
Make it possible to have a weapon able to lock air units only
URL: link (dead link)
HowTo: Set airLock=2 for AA missiles (and AAA guns?).
Resolution: Done
Airplanes survive too many AA missile hits
URL: link (dead link)
HowTo: tweak armor/armorStructural for planes.
Resolution: Done
FFARs should be operated by pilot
URL: link (dead link)
HowTo: Move unguided missiles from gunner turret to pilot weapon/magazine definition.
Resolution: Troublesome with AI
Improve helicopter main gun dispersion
URL: link (dead link)
HowTo: Tweak dispersion value.
Resolution:
Many missiles are flying too fast
URL: link (dead link)
HowTo: Tweak initTime, thrustTime, thrust (cfgAmmo) and initSpeed (cfgMagazines) of missiles. Ref: GLT Real Air Weapons (RAW) (dead link)
Resolution: Needs review
CH-29 missiles burn out too quickly
URL: link (dead link)
HowTo: Tweak initTime, thrustTime, thrust (cfgAmmo) and initSpeed (cfgMagazines) of missiles. Ref: GLT Real Air Weapons (RAW) (dead link)
Resolution: N/A for Arma 3
Vikhr Missiles CfgAmmo should be changed to make the Vikhr Ground-Attack only
URL: link (dead link)
HowTo: Set airLock=0 for M_Vikhr_AT (cfgAmmo). For A3 these might be relevant: M_Titan_AT, M_NLAW_AT, M_Air_AA and subclasses.
Resolution: N/A for Arma 3
Simulate laser guidance by helicopter weapons (like Hellfire for AH-64 Apache and AH-1Z Cobra)
URL: link (dead link)
HowTo: Set canLock=1 and manualControl=1 or add Laserdesignator_mounted and irLock=0 (or Make laserLock and nvLock independant to canLock).
Resolution: N/A for Arma 3
Beeping noise when acquiring missile lock is WAY too loud
URL: link (dead link)
HowTo: Improve soundLocked[] sound file.
Resolution: Done
Rockets 9M117M1 Arkan / 9M113 Konkurs / 9M119M Refleks not laser/wire-guided
URL: link (dead link)
HowTo: Set manualControl=1, canLock=1 and not too high missile speed.
Resolution: N/A for Arma 3
Refleks and arkan missiles cannot be guided manually, only with auto-guiding
URL: link (dead link)
HowTo: Set manualControl=1, canLock=1 and not too high missile speed.
Resolution: N/A for Arma 3
Locking delay is too short for most missile launchers
URL: link (dead link)
HowTo: Adjust weaponLockDelay from 3 to higher values per missile.
Resolution: Rejected
Equip more vehicles with a laser weapon - Laser FCS (Firing Control System)
URL: link (dead link)
HowTo: Add Laserdesignator_mounted weapon to more vehicles.
Resolution: Done
Require engine changes
Ordered by assumed priority (first is highest) and hopefully limited effort.
Add option to restrict radar locking (TAB target cycling) of vehicles
URL: link (dead link)
Comment: Could be done with canLock=1 for all non Fire-And-Forget (FNF) guided missiles as AutoGuideAT makes it a difficulty setting.
Resolution: Arma 3 Targeting config reference#allowTabLock
Add difficulty option to disable radar of vehicles (that don't have one in reality)
URL: link (dead link)
Comment: Needs a new config value like hasRadar, link it to difficulty level or a new setting and disable it for vehicles with hasRadar=1 in Veteran/Expert. This way new players could still play with "always radar" in lower difficulty.
Resolution: Arma 3 Targeting config reference#radarType
Add option to disable friend-foe radar signature (difficulty setting)
URL: link (dead link)
Comment: To keep it for lower difficulty, but allow more realistic and better gameplay in Veteran Expert. Could be linked closely with the suggested IFF changes.
Resolution: Done in Arma_3_Sensors
Add difficulty option to hide the locking cursor
URL: link (dead link)
Comment: To make player rely on locking sound only. Defined in CfgInGameUI-Cursor/lock/target/select_target.
Resolution: Rejected
Radar targets and locking ability needs to be limited by object drawing distance for units/vehicles with irScanToEyeFactor=1
URL: link (dead link)
Comment: To reduce/remove locking abuse. Only with irScanToEyeFactor>1, radar detection/locking should go beyond viewable distance.
Resolution: Should work
Airborne chopper to be rendered in larger distances
URL: link (dead link)
Comment: Ondrej: The rationale why only planes and not helis that planes are mostly flying higher, and there are less planes in the mission, but in principle the solution can be easily extended for helis as well later.
Resolution:
Improve radar and friend-foe-identification (IFF) simulation
URL: link (dead link)
Comment: Picks up ideas from Hladas in the BI forum discussion. Improvements here would help big time.
Resolution: Done in Arma_3_Sensors
irScanGround = 0/false does not limit radar/target identification to air vehicles
URL: link (dead link)
Comment: Seems like a bug or functionality is different. No (for me accessible) information available about it.
Resolution: Arma 3 Targeting config reference#irScanGround
Simulation shotRocket ignores ballistic profile (gravity) after rocket burn out
URL: link (dead link)
Comment: Makes rockets way too easy to shoot distant targets. Not realistic and looks weird too.
Resolution: Done in Arma_3_Sensors and missileLockMin/MaxDistance properties
Disperion for rockets
URL: link (dead link)
Comment: Lack of dispersion makes especially for air units hard to hit targets. Not realistic and bad for gameplay.
Resolution:
Disable auto locking of infantry launchers or reduce automatic lock area
URL: link (dead link)
Comment: While both should be realistic, with the visible locking cursor it makes them too easy to use and strong. Could be solved with the option to hide the locking cursor, or make (some) launchers require RMB use to lock onto a target.
Resolution: Arma 3 Targeting config reference#missileLockCone
Improve countermeasures and warning system
URL: link (dead link)
Comment: cmImmunity should be tweaked, but AI use needs be improved as well as MP issues.
Resolution:
Missiles don't lead moving optical/laser targets
URL: link (dead link)
Comment: Very important for manual guidance of missiles.
Resolution: Needs review
SACLOS guidance unrealistic
URL: link (dead link)
Comment: Very important for manual guidance of missiles.
Resolution: Needs review
ballisticsComputer calculation uses inverted target lateral velocity when facing south
URL: link (dead link)
Comment: This bug should be finally fixed.
Resolution: Fixed
Locking of _guided missiles_ does not work as pilot without gunner
URL: link (dead link)
Comment: Useful for lower difficulty settings.
Resolution:
Add additional "preparation" time when selecting launchers
URL: link (dead link)
Comment: To make infantry launcher use non as simplistic/gamey.
Resolution:
Make fuseDistance config entry working for Rockets/Missiles/RPGs
URL: link (dead link)
Comment: Useful tweak.
Resolution:
Add more damagable systems and indicators for fixed-wing-aircraft
URL: link (dead link)
Comment: Should be present already in A3, yet further tweaks/improvements would be useful.
Resolution: