Targeting Config Reference – Arma 3 Talk

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Revision as of 17:46, 14 December 2018

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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).

See also: Cannot acquire laser target for BAF Wildcat CRV-7 PG rockets if "Auto guide AT" is turned off in difficulty

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