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YeomanMaple

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  1. Never mind, apparently this is normal behavior. The server attempts to mimic the temperatures of the actual IRL island, thus thermals are significantly affected. This isn't easy to replicate in the editor, hence why I thought it was a bug. This is further compounded by the rather sudden shift in Thermal view performance, while we would instead expect a more gradual change in thermal performance. Perhaps this is something to consider?

    In any case, since this is expected behavior from I&A scripting, it's best to close this bug report.

    Case closed, pack it up, boys. Go home.

    Its effects are manageable, I'm sure we'll all be used to it sooner or later.

    (In other news, Tanoa and Livonia are largely unaffected. Join us there!)

    • Like 1

  2. It's my understanding that the CMImmunity (Counter Measure Immunity, chance that a missile will continue tracking when a countermeasure (Flares, Smoke etc.) is deployed) is stored inside the missile, not in the aircraft. This means that "better aircraft" aren't less likely to be hit in the conventional sense, but rather, their greater performance allows them to deploy more flares before a missile could potentially impact, thus running the CMImmunity chance more often. 

    Now, there's no doubt that this CMImmunity value has been changed for most, if not all AA missiles. The chance that a missile loses lock on I&A is significantly higher (Anecdotal [Citation needed]) than the default Arma values. While this may seem stupid, remember that these CMImmunity values also apply to the enemies AA munitions as well, which is why they are significantly different than the default. We wouldn't want every pilot being instantly massacred by a wild enemy CAS, would we?

     

    On 6/15/2020 at 12:54 PM, XSV Sam said:

    https://youtu.be/poCjKpfz6iE

    video of a hot take of firing some AA missile 1 no track missiles 2 and 3 although shit in terms of distance wasen't expecting anything and the forth had no tracking what so ever

    I watched that video of yours. Firstly, when the target is 1.5 km and below, please use the autocannons. That's what they're for and they seriously kick ass. There's even a lead indicator that should help. As for the missiles, that's genuinely very unlucky for missiles at that range to miss, but not unheard of. It's recommended that you launch missiles after their countermeasure burst has ended, as it greatly decreases the probability that a missile will instantly lose lock (in my experience). This is also compounded by your limited ammunition supply, so making them count is crucial. 

    AA on I&A is pretty weird, sometimes it just works, sometimes it doesn't.

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