Targeting config reference – Arma 3

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(missing category; config references; removed irrelevant links)
(Updated possible values, added some related parameters, updated irrelevant/fixed suggestions (requested by oukej))
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===== missileLockCone =====
missileLockCone = float; // 0 to 360
Specifies the maximum angle relative to the vehicle's front at which the missile is able to start locking a target (360 - all around, 180 - front hemisphere,..).


===== lockSeekRadius =====
===== lockSeekRadius =====
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===== showAllTargets =====
===== showAllTargets =====


  showAllTargets = [0,1,2];
  showAllTargets = [0,1,2,4];


Vehicle turret setting. Displays/marks all known lockable targets in the HUD as rectangles.
Vehicle turret setting. Displays/marks all known lockable targets in the HUD as rectangles.
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* 1 = showAllCadet (show extended if HUD is enabled)
* 1 = showAllCadet (show extended if HUD is enabled)
* 2 = showAllYes (always show)
* 2 = showAllYes (always show)
* 4 = showAllLaser (only shows laser targets)




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Weapon attempts to calculate and shift the aimpoint to hit a locked target based on range, target movement, own movement, and ballistics of selected ammo type.
Weapon attempts to calculate and shift the aimpoint to hit a locked target based on range, target movement, own movement, and ballistics of selected ammo type.
''Note that since v.135532, you don't need the weapon to be able to canLock > 0, only xxScanner values are taken into account.''


* 0 = disabled
* 0 = disabled
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* 0 = can not lock
* 0 = can not lock
* 1 = can be targeted at a lower/cadett difficulty (Recruit + Regular)
* 1 = can be targeted at a lower/cadet difficulty (Recruit + Regular)
* 2 = can always lock
* 2 = can always lock


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* CMImmunity_BAD = 0.5 (for pair of flares its 0.25 , for four 0.06)
* CMImmunity_BAD = 0.5 (for pair of flares its 0.25 , for four 0.06)


===== lockingTargetSound =====
lockingTargetSound[] = {"pathTo/sound.wss",2,1};
Determines sound played once the selected weapon starts locking a target. The sound is played in a loop while locking.
Note the sound is only played if the weapon is a missile.
The array is composed of three values : path to the sound, volume priority (1 is nominal), sound pitch (1 is nominal).
===== lockedTargetSound =====
lockedTargetSound[] = {"pathTo/sound.wss",2,1};
Determines sound played once the selected weapon locked its target. The sound is played in a loop until the weapon maintains a lock and is able to fire.
Note the sound is only played if the weapon is a missile.
The array is composed of three values : path to the sound, volume priority (1 is nominal), sound pitch (1 is nominal).




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===== radarType =====
===== radarType =====


  radarType = [0,1,2,4];
  radarType = [0,1,2,4,8];


* 0 = none
* 0 = none
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* 2 = vehicle radar
* 2 = vehicle radar
* 4 = air radar
* 4 = air radar
* 8 = air radar, disabled in Veteran/Mercenary difficulty


===== lockDetectionSystem =====
===== lockDetectionSystem =====
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UNKOWN
UNKOWN


===== laserScanner =====


laserScanner = bool;


Defines if the vehicle is able to detect and lock laser targets (used by hand-carried Laser Designators, drones, remote turrets).


=== Suggestions ===
===== nvScanner =====


nvScanner = bool;


Defines if the vehicle is able to detect and lock Night-Vision targets (used by IR-Grenades).


===== artilleryScanner =====


==== Config only work ====
artilleryScanner = bool;


Enables the Artillery Computer feature and allows the usage of artillery-type weapons more efficiently.


===== laserTarget =====


===== Disable locking of all non guided weapons with AutoGuideAT disabled =====
laserTarget = bool;


URL: [https://dev-heaven.net/issues/27763]
Defines if the vehicle can be detected by vehicles equipped with a laser sensor (laserScanner). Used only by LaserTarget and Land_VR_Target.. classes.


HowTo: set canLock=1 to all weapons with canLock=2 except for guided missiles. Ref:
===== nvTarget =====


  laser/wire/radio guidances = manual aiming until impact
  nvTarget = bool;
radar/auto tracking/IR guidances = autolock (current tablock/mouse 2) fire and forget style


===== Add cursor to driver/pilot view in vehicles like in OFP to ease commanding the gunner or troops =====
Defines if the vehicle can be detected by vehicles equipped with a night-vision sensor (nvScanner). Used only by NVTarget and Land_VR_Target.. classes.


URL: [https://dev-heaven.net/issues/13218]
===== irTarget =====


HowTo: Is in TKOH (Hinds). Should only to assign a cursor text for the right config key.
irTarget = bool;


===== Remove radar infos for non-radar equiped Vehicles and Aircrafts =====
Defines if the vehicle can be detected by vehicles equipped with a radar and locked by weapons that canLock. Used by most of the vehicles emitting heat.


URL: [https://dev-heaven.net/issues/37779]
===== alwaysTarget =====


HowTo: radar (1) removal from xxxCanSee of the given vehicle position (driver/gunner/commander).
alwaysTarget = bool;


===== Static weapon (TOW, MK19, M2, ASG-30) are visible on radars =====
Defines if the vehicle is considered as a training target by AI and IFF sensors (always enemy).


URL: [https://dev-heaven.net/issues/43765]


HowTo: Set irTarget=0 for in StaticWeapon (and maybe leave it own/set to 1 for StaticAAWeapon).


===== Tanks with auxilary Power Generators turn on main motor when turning the turret =====


URL: [https://dev-heaven.net/issues/2649]


HowTo: Set startEngine=0 in given turret when the turret does not operate on main motor.
=== Suggestions ===


===== Make it possible to have a weapon able to lock air units only =====


URL: [https://dev-heaven.net/issues/11086]


HowTo: Set airLock=2 for AA missiles (and AAA guns?).


===== Airplanes survive too many AA missile hits =====
==== Config only work ====


URL: [https://dev-heaven.net/issues/15980]


HowTo: tweak armor/armorStructural for planes.
 
===== Add cursor to driver/pilot view in vehicles like in OFP to ease commanding the gunner or troops =====
 
URL: [https://dev-heaven.net/issues/13218]
 
HowTo: Is in TKOH (Hinds). Should only to assign a cursor text for the right config key.


===== FFARs should be operated by pilot =====
===== FFARs should be operated by pilot =====
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Ordered by assumed priority (first is highest) and hopefully limited effort.
Ordered by assumed priority (first is highest) and hopefully limited effort.
===== Add option to restrict radar locking (TAB target cycling) of vehicles =====
URL: [https://dev-heaven.net/issues/14094]
Comment: Could be done with canLock=1 for all non Fire-And-Forget (FNF) guided missiles as AutoGuideAT makes it a difficulty setting.
===== Add difficulty option to disable radar of vehicles (that don't have one in reality) =====
URL: [https://dev-heaven.net/issues/17965]
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.


===== Add option to disable friend-foe radar signature (difficulty setting) =====
===== Add option to disable friend-foe radar signature (difficulty setting) =====
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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.
===== Disable auto locking of infantry launchers or reduce automatic lock area =====
URL: [https://dev-heaven.net/issues/16255]
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.


===== Improve countermeasures and warning system =====
===== Improve countermeasures and warning system =====

Revision as of 03:33, 20 April 2016


Arma 3 Locking Review

New tech

New means with TKOH (Hinds) and A3. Or new since A2/OA.



CfgAmmo

missileLockCone
missileLockCone = float; // 0 to 360

Specifies the maximum angle relative to the vehicle's front at which the missile is able to start locking a target (360 - all around, 180 - front hemisphere,..).

lockSeekRadius
lockSeekRadius = float;

Specifies the maximum distance from the position at which it was shot, in which the automatic search for suitable targets.

autoSeekTarget
autoSeekTarget = bool;

Disable automatic search goals. If set to false, the missile guides only for location / destination that was specified at the time of the shot.

lockType
lockType = [0,1,2];

For guided missiles

  • 0 = fireAndForgetLT (current system)
  • 1 = keepLockedLT (not yet done)
  • 2 = manualLT (manualy guided)
airLock
airLock = [0,1,2];

Can target flying objects.

  • 0 = lockGroundTT (air lock disabled)
  • 1 = lockAirGroundTT (air and ground lock)
  • 2 = lockAirTT (air only lock (NEW))

Requires irLock = 1; to work. Also makes AI to track air units with the given the ammo (weapon). This may not be desirable for non heavy MG weapons as it the AI gunner to focus on air targets - first while ground targets are ignored meanwhile even though the ground target may actually be the bigger threat.



CfgWeapons

Nothing new so far.



CfgVehicles

allowTabLock
allowTabLock = bool;

Vehicle turret setting. Determines if TAB lock is enabled.

showAllTargets
showAllTargets = [0,1,2,4];

Vehicle turret setting. Displays/marks all known lockable targets in the HUD as rectangles.

  • 0 = showAllNo (current system)
  • 1 = showAllCadet (show extended if HUD is enabled)
  • 2 = showAllYes (always show)
  • 4 = showAllLaser (only shows laser targets)



Existing tech

CfgAmmo

irLock
irLock = bool;

Can lock vehicle with irTarget=1/true.

laserLock
laserLock = bool;

Can lock onto LaserTarget object (which are created using laser Designator - both by infantry or vehicles).

nvLock
nvLock = bool;

Can lock onto NVTarget object (ie NVG marker that infantry can throw a grenade).

artilleryLock
artilleryLock = bool;

Can lock onto ArtilleryTarget object (creates the Fire command).

manualControl
manualControl = bool;

Missile follows the cursor, if not locked onto a target (canLock = 1/2). maxControlRange, maneuvrability and missile speed are very important for manual control. AI is able to guide missiles manually too.

maxControlRange
maxControlRange = float;

How far one can manually control the missile - during maxControlRange <10 unguided rockets are all

maneuvrability
maneuvrability = float;

Defines how much the missile is able to turn / how well it can be controlled during the flight.

trackLead
trackLead = [0,1];

​​Range 0-1, how much is the missile performing "smart" tracking, which assumes onboard computer computing predicted target position at the impact time, resulting in a mostly straight flight trajectory.

  • 1 = Means this computation result is used 100%
  • 0 = Means it is not used at all
trackOversteer
trackOversteer = float;

Simulates the analogue controls used in missiles, where it reacts directly to the target's relative position by adjusting its flight direction.

  • 1 = no oversteer / Means the missile always tries to direct itself directly at the target.
  • 0 = ???
sideAirFriction
sideAirFriction = float;

Indirectly affects missiles turning / the flight path once the missile changes its orientation. The higher the side friction the more accurate is the maneuvring with the missile.



CfgWeapons

ballisticsComputer
ballisticsComputer = [0,1,2];

Weapon attempts to calculate and shift the aimpoint to hit a locked target based on range, target movement, own movement, and ballistics of selected ammo type. Note that since v.135532, you don't need the weapon to be able to canLock > 0, only xxScanner values are taken into account.

  • 0 = disabled
  • 1 = Arma2 TAB lock results in zeroed scope, Arrowhead: added also manual zeroing (PgUp/PgDwn)
  • 2 = Arrowhead: only manual zeroing (PgUp/PgDwn)
canLock
canLock = [0,1,2];

Determines if the weapon can lock onto targets.

  • 0 = can not lock
  • 1 = can be targeted at a lower/cadet difficulty (Recruit + Regular)
  • 2 = can always lock
lockAcquire
lockAcquire = bool;

Determines if rocket launcher locks automatically a target or player has to use RMB.

  • 0 = automaticLA (current rocket launcher system)
  • 1 = manually (use RMB)
weaponLockDelay
weaponLockDelay = float;

Determines in seconds how long it takes before the gun reaches LOCKED after marking targets with TAB/RMB.

weaponLockSystem
weaponLockSystem = [0-15];

Set the weapon's locking technology - determines which signature a CM system can notice. Can be multiple at the same time.

  • 0 = None
  • 1 = CM_Lock_Visual
  • 2 = CM_Lock_IR
  • 4 = CM_Lock_Laser
  • 8 = CM_Lock_Radar
cmImmunity
cmImmunity = [0-1];

Determines the probability of not getting distracting by a CM. Flares and chaffs are dropped in pairs, while smokes are single.

  • CMImmunity_GOOD = 0.8 (for pair of flares its 0.64, for four 0.4)
  • CMImmunity_MIDDLE = 0.65 (for pair of flares its 0.4, for four 0.16)
  • CMImmunity_BAD = 0.5 (for pair of flares its 0.25 , for four 0.06)
lockingTargetSound
lockingTargetSound[] = {"pathTo/sound.wss",2,1};

Determines sound played once the selected weapon starts locking a target. The sound is played in a loop while locking. Note the sound is only played if the weapon is a missile. The array is composed of three values : path to the sound, volume priority (1 is nominal), sound pitch (1 is nominal).

lockedTargetSound
lockedTargetSound[] = {"pathTo/sound.wss",2,1};

Determines sound played once the selected weapon locked its target. The sound is played in a loop until the weapon maintains a lock and is able to fire. Note the sound is only played if the weapon is a missile. The array is composed of three values : path to the sound, volume priority (1 is nominal), sound pitch (1 is nominal).


CfgVehicles

radarType
radarType = [0,1,2,4,8];
  • 0 = none
  • 1 = tactical display
  • 2 = vehicle radar
  • 4 = air radar
  • 8 = air radar, disabled in Veteran/Mercenary difficulty
lockDetectionSystem
lockDetectionSystem = [0-15];

Determines which weapon's lock type the vehicle can detect.

  • 0 = None
  • 1 = CM_Lock_Visual
  • 2 = CM_Lock_IR
  • 4 = CM_Lock_Laser
  • 8 = CM_Lock_Radar
incomingMissileDetectionSystem
incomingMissileDetectionSystem = [0,16];

Determines what type of incoming missile can be detected (and shown on the radar?).

  • 0 = None
  • 16 = CM_Missile
xxxCanSee
xxxCanSee = [0-65];

UNKOWN

  • 1 = CanSeeRadar
  • 2 = CanSeeEye
  • 4 = CanSeeOptics
  • 8 = CanSeeEar
  • 16 = CanSeeCompass
  • 1+16 = CanSeeRadarC
  • 31 = CanSeeAll
  • 32 = CanSeePeripheral
irScanXXX
irScanToEyeFactor = float;
irScanRangeMin = float;
irScanRangeMax = float;

Those settings can be used instead of irScanRange to make IR scan dange depend on the visibility distance. If there is irScanRange, fixed value is used. The same thing can also be acomplished by setting both irScanRangeMin and irScanRangeMax to the same value.

If there is no irScanRange, IR scan range is calculated as:

scanRange = visibility_range * irScanToEyeFactor;
if (scanRange<irScanRangeMin) scanRange = irScanRangeMin;
if (scanRange>irScanRangeMax) scanRange = irScanRangeMax;

Where visiblity_range is basically a drawing distance, but may be shortenet by rain or fog.

irScanGround
irScanGround = bool;

UNKOWN

laserScanner
laserScanner = bool;

Defines if the vehicle is able to detect and lock laser targets (used by hand-carried Laser Designators, drones, remote turrets).

nvScanner
nvScanner = bool;

Defines if the vehicle is able to detect and lock Night-Vision targets (used by IR-Grenades).

artilleryScanner
artilleryScanner = bool;

Enables the Artillery Computer feature and allows the usage of artillery-type weapons more efficiently.

laserTarget
laserTarget = bool;

Defines if the vehicle can be detected by vehicles equipped with a laser sensor (laserScanner). Used only by LaserTarget and Land_VR_Target.. classes.

nvTarget
nvTarget = bool;

Defines if the vehicle can be detected by vehicles equipped with a night-vision sensor (nvScanner). Used only by NVTarget and Land_VR_Target.. classes.

irTarget
irTarget = bool;

Defines if the vehicle can be detected by vehicles equipped with a radar and locked by weapons that canLock. Used by most of the vehicles emitting heat.

alwaysTarget
alwaysTarget = bool;

Defines if the vehicle is considered as a training target by AI and IFF sensors (always enemy).



Suggestions

Config only work

Add cursor to driver/pilot view in vehicles like in OFP to ease commanding the gunner or troops

URL: [1]

HowTo: Is in TKOH (Hinds). Should only to assign a cursor text for the right config key.

FFARs should be operated by pilot

URL: [2]

HowTo: Move unguided missiles from gunner turret to pilot weapon/magazine definition.

Improve helicopter main gun dispersion

URL: [3]

HowTo: Tweak dispersion value.

Many missiles are flying too fast

URL: [4]

HowTo: Tweak initTime, thrustTime, thrust (cfgAmmo) and initSpeed (cfgMagazines) of missiles. Ref: GLT Real Air Weapons (RAW)

CH-29 missiles burn out too quickly

URL: [5]

HowTo: Tweak initTime, thrustTime, thrust (cfgAmmo) and initSpeed (cfgMagazines) of missiles. Ref: GLT Real Air Weapons (RAW)

Vikhr Missiles CfgAmmo should be changed to make the Vikhr Ground-Attack only

URL: [6]

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.

Simulate laser guidance by helicopter weapons (like Hellfire for AH-64 Apache and AH-1Z Cobra)

URL: [7]

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

Beeping noise when acquiring missile lock is WAY too loud

URL: [8]

HowTo: Improve soundLocked[] sound file.

Rockets 9M117M1 Arkan / 9M113 Konkurs / 9M119M Refleks not laser/wire-guided

URL: [9]

HowTo: Set manualControl=1, canLock=1 and not too high missile speed.

Refleks and arkan missiles cannot be guided manually, only with auto-guiding

URL: [10]

HowTo: Set manualControl=1, canLock=1 and not too high missile speed.

Locking delay is too short for most missile launchers

URL: [11]

HowTo: Adjust weaponLockDelay from 3 to higher values per missile.

Equip more vehicles with a laser weapon - Laser FCS (Firing Control System)

URL: [12]

HowTo: Add Laserdesignator_mounted weapon to more vehicles.


Require engine changes

Ordered by assumed priority (first is highest) and hopefully limited effort.

Add option to disable friend-foe radar signature (difficulty setting)

URL: [13]

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.

Add difficulty option to hide the locking cursor

URL: [14]

Comment: To make player rely on locking sound only. Defined in CfgInGameUI-Cursor/lock/target/select_target.

Radar targets and locking ability needs to be limited by object drawing distance for units/vehicles with irScanToEyeFactor=1

URL: [15]

Comment: To reduce/remove locking abuse. Only with irScanToEyeFactor>1, radar detection/locking should go beyond viewable distance.

Airborne chopper to be rendered in larger distances

URL: [16]

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.

Improve radar and friend-foe-identification (IFF) simulation

URL: [17]

Comment: Picks up ideas from Hladas in the BI forum discussion. Improvements here would help big time.

irScanGround = 0/false does not limit radar/target identification to air vehicles

URL: [18]

Comment: Seems like a bug or functionality is different. No (for me accessible) information available about it.

Simulation shotRocket ignores ballistic profile (gravity) after rocket burn out

URL: [19]

Comment: Makes rockets way too easy to shoot distant targets. Not realistic and looks weird too.

Disperion for rockets

URL: [20]

Comment: Lack of dispersion makes especially for air units hard to hit targets. Not realistic and bad for gameplay.

Improve countermeasures and warning system

URL: [21]

Comment: cmImmunity should be tweaked, but AI use needs be improved as well as MP issues.

Missiles don't lead moving optical/laser targets

URL: [22]

Comment: Very important for manual guidance of missiles.

SACLOS guidance unrealistic

URL: [23]

Comment: Very important for manual guidance of missiles.

ballisticsComputer calculation uses inverted target lateral velocity when facing south

URL: [24]

Comment: This bug should be finally fixed.

Locking of _guided missiles_ does not work as pilot without gunner

URL: [25]

Comment: Useful for lower difficulty settings.

Add additional "preparation" time when selecting launchers

URL: [26]

Comment: To make infantry launcher use non as simplistic/gamey.

Make fuseDistance config entry working for Rockets/Missiles/RPGs

URL: [27]

Comment: Useful tweak.

Add more damagable systems and indicators for fixed-wing-aircraft

URL: [28]

Comment: Should be present already in A3, yet further tweaks/improvements would be useful.

Related