Targeting Config Reference – Arma 3 Talk
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Revision as of 17:46, 14 December 2018
Configuration
Disable locking of all non guided weapons with AutoGuideAT disabled
URL: [1]
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: [2]
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: [3]
HowTo: radar (1) removal from xxxCanSee of the given vehicle position (driver/gunner/commander).
Resolution: A3_Locking_Review#radarType
Static weapon (TOW, MK19, M2, ASG-30) are visible on radars
URL: [4]
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: [5]
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: [6]
HowTo: Set airLock=2 for AA missiles (and AAA guns?).
Resolution: Done
Airplanes survive too many AA missile hits
URL: [7]
HowTo: tweak armor/armorStructural for planes.
Resolution: Done
FFARs should be operated by pilot
URL: [8]
HowTo: Move unguided missiles from gunner turret to pilot weapon/magazine definition.
Resolution: Troublesome with AI
Improve helicopter main gun dispersion
URL: [9]
HowTo: Tweak dispersion value.
Resolution:
Many missiles are flying too fast
URL: [10]
HowTo: Tweak initTime, thrustTime, thrust (cfgAmmo) and initSpeed (cfgMagazines) of missiles. Ref: GLT Real Air Weapons (RAW)
Resolution: Needs review
CH-29 missiles burn out too quickly
URL: [11]
HowTo: Tweak initTime, thrustTime, thrust (cfgAmmo) and initSpeed (cfgMagazines) of missiles. Ref: GLT Real Air Weapons (RAW)
Resolution: N/A for Arma 3
Vikhr Missiles CfgAmmo should be changed to make the Vikhr Ground-Attack only
URL: [12]
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: [13]
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: [14]
HowTo: Improve soundLocked[] sound file.
Resolution: Done
Rockets 9M117M1 Arkan / 9M113 Konkurs / 9M119M Refleks not laser/wire-guided
URL: [15]
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: [16]
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: [17]
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: [18]
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: [19]
Comment: Could be done with canLock=1 for all non Fire-And-Forget (FNF) guided missiles as AutoGuideAT makes it a difficulty setting.
Resolution: A3_Locking_Review#allowTabLock
Add difficulty option to disable radar of vehicles (that don't have one in reality)
URL: [20]
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: A3_Locking_Review#radarType
Add option to disable friend-foe radar signature (difficulty setting)
URL: [21]
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: [22]
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: [23]
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: [24]
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: [25]
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: [26]
Comment: Seems like a bug or functionality is different. No (for me accessible) information available about it.
Resolution: A3_Locking_Review#irScanGround
Simulation shotRocket ignores ballistic profile (gravity) after rocket burn out
URL: [27]
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: [28]
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: [29]
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: A3_Locking_Review#missileLockCone
Improve countermeasures and warning system
URL: [30]
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: [31]
Comment: Very important for manual guidance of missiles.
Resolution: Needs review
SACLOS guidance unrealistic
URL: [32]
Comment: Very important for manual guidance of missiles.
Resolution: Needs review
ballisticsComputer calculation uses inverted target lateral velocity when facing south
URL: [33]
Comment: This bug should be finally fixed.
Resolution: Fixed
Locking of _guided missiles_ does not work as pilot without gunner
URL: [34]
Comment: Useful for lower difficulty settings.
Resolution:
Add additional "preparation" time when selecting launchers
URL: [35]
Comment: To make infantry launcher use non as simplistic/gamey.
Resolution:
Make fuseDistance config entry working for Rockets/Missiles/RPGs
URL: [36]
Comment: Useful tweak.
Resolution:
Add more damagable systems and indicators for fixed-wing-aircraft
URL: [37]
Comment: Should be present already in A3, yet further tweaks/improvements would be useful.
Resolution: Template:Cfg ref