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But often its just people connecting to it and taking remote control, they simply have to release control and the vehicle operator has to change away and back into the seat to regain control.
compatible with Antistasi?
I have a suspicion that the AI is catching a glimpse of an enemy and attempting to do something autonomous, but it's been difficult to nail down what's happening in testing. It feels like it occurs pretty randomly while approaching the AO, and will regularly happen while fully engaged.
I also have the same issue client-side when I take control of the fully unmanned vehicles and have to switch seats with the hotkeys a couple of times for the driverless version to start working properly.
None of this happens as host.
-LOTS of fixes and improved editor categories
-GPS marker visibility improved even when obstructed
-added driverless T100
-added an indirect-fire-GMG UGV with firing solution calculator
-improved the Wiesel RADAR and added Sensors to its camera
for Aegis:
-added RC 2S23M (122mm self propelled howitzer with 20km range)
-added driverless 2S90M
-added driverless BTR-80A
-added olive camo for T-14
for Expeditionary Forces:
-added driverless AAV-9A1 Maack with 50mm Autocannon
Im still working on the new feature i recently mentioned, its sadly not out yet.
Plus some small general improvements.
Stay tuned, soon something really neat will be added! ;D
-added the lovely 60mm Mortar Patria! very easy to balance asset for ops
-reworked vehicle Mortar & Howitzer charges from 0-7 to 0-6, while still maintaining a min low solution of 350MIL/20°, this doesnt sound like a big deal but its noticably smoother to set the right charge now
-reworked Howitzer range to a more realistic 40km (vanilla was 67km...) most maps arent larger anyways, Altis diagonally is like 32km ish
-improved FPV controllability
-the mods vehicle lights are now automatically disabled, so they arent on at night (sry for noticing that so late)
-improved file structure & prepared some stuff for the next update
Have fun, and thanks for all the kind words! <3
-as people wished the optional vanilla artillery can now be turned on and off (which now works) depending on asset category in cba settings
(for low trajectory capable assets i still recommend this mods calculator for optimal accuracy, ETA, and the datalink feature)
-additionally to the +-0.25MIL green "aligned" indicator, and red "not aligned" indicator, there now also is a new +-0.75MIL orange "not aligned" indicator that while not suited for HE etc, its helpfull for quickly aligning multiple smoke rounds
-added OPTIONAL Western Sahara support (it skips the file if its not loaded), first asset is the Patria AMV ATGM, more might follow like the 60mm Mortar Patria
-added OPTIONAL Aegis support (it skips the file if its not loaded), first two assets are the BTR-100 and BM-2T with Bumerang turrets, also an unarmed RC BTR-100
-some optimizations
Have fun! :D
Also have fun with the new Mortar-MATV, it also has two AR-1 in its inventory.
Now trying to fix the reported bugs, and currently testing if new features can be added.
Have fun and stay tuned! :D
Place a marker on the map from arty1 to arty99, this then gets referenced in the calculator as T:01 until 99, you can switch them with hotkey 3 and 5.
Or lock onto a datalink target (visual/IR/lase/GPS), by pressing R, releasing with T.
Even with unguided rounds datalink is usable to get a firing solution.
Increase the charge with F until you get the first firing solution, depening on round eighter "high EL" or "low EL" is recommended (high/low trajectory), the other one is greyed out.
Align the gun by mouse left/right to match azimuth (zooming in helps for fine adjustments), and page up/down to match elevation (shift+page up/down for fine adjustment).
You could fire when the numbers match, but for optimal accuracy fine align full green (+-0.25MIL).
It was mainly for the various ammo types I took an interest in you mod.
I still have alot to learn about getting all this to work in the Eden editor it seems.
You should propably just use vanilla howitzers for use per menu, do you want to use this one due to its ammo? Or add me and i can show you how to make an additional mod that restores the function, but at the risk of it sometimes misengaging lasers close to it.
-fixed MAJOR bug of *armed semi manned* vehicle gunners getting bugged
(at the sad tradeoff of these specific vehicles for now not being interactable by terminal anymore)
-added 20mm Autocannon variants of Otokar Arma (Marid) & Namer, which are nicely balanced as not too strong or weak for mechanized infantry ops
-also added recommended trajectory highlighting for the vehicle mortar of the mortar carrier
-changed wheel damage resistance to make wheeled vehicles more viable for mechanized infantry, likely will be adjusted/finetuned later
-changed driver camera panel of APC/IFV/FSV/MBT's to default thermal to prevent "pink texture bug" when using additional mod A3TI as gunner, and generally making the driver camera more usefull at night
Have fun! :D
(But with the vanilla computer you loose a lot of capability like datalink targeting, short ETA and accuracy, so its really worth to learn the mods firing solution calculator.)
About the FPV, they have sicnificantly lower detection values, so their only engaged by ai at shorter range, but i ofc could further tweak this value soon.
I will also work on increasing their speed, but need to make sure they stay controllable enough.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1472073760&searchtext=titus
If both mods are loaded it shows up, if not the pbo gets ignored without causing an error.
-much more "neutral" olive & tan camonets, like shown on new screenshots
-correct asset names for AFV's
-correct side/faction dependant tracer colors (red/yellow/green)
-optional retextures if subscribed to Phantom Hawk All in One
(like Leopard 2, Warrior, Otokar Arma, etc)
You can reenable it in cba settings, i added a much better fire control system / firing solution calculator, as shown in the new video. It allows use of low trajectory, which is way more accurate and has way shorter time to travel, than the vanilla high trajectory.
So its more skillbased but with experience better than vanilla esp at higher range.
ICV's / IFV's / FSV's / MBT's integrated driver now finally WORKS also in multiplayer!
This allows an IFV operator to be in the same squad, and see dismounts on ctab.
These vehicles now also have "selected datalink target highlighting", giving way better situational awareness. I especially can recommend using an AR-1 UAV as the commander.
Also added multiple new vehicles, and improved the categories for visual clarity.
If you find any problems/bugs in this update, be helpfull and report them asap. Have fun with it.
If placed in editor before a MP mission, artillery can be incorrectly loaded with datalink off, making guided rounds unusable, check this as zeus and reenable it in that case. Assets placed by zeus dont have that issue.
Replacing or renaming "arty" markers bugs their distance, press 5 to cycle markers to fix distance, full solution is being worked on.
Ìf you know how to use it, this has some incredible capability, yesterday i regulary dropped shells on an opfor players forehead in a zeus mission, to prevent him ambushing the bluefor group, was quite the adrenaline rush. :P
I hope that someday it will become like a simplified version of ITC Land Systems.
Watch the tutorial video on its incredible features, was a ton of work, but i hope worth it :D. (Please tell me about any bugs you find asap.)
You can ask our technical staff on our server if you need to, link is at the top of the description.
For laser guided rounds eighter use the artillery computer, or manual fire (point the camera in the sky for manual fire), shoot close to the lased target, its sensor will activate 500m above the target and start steering.
The designator mod is purely to know where to shoot to begin with, eighter on the artillery computer, or opening the map, naming the marker arty1, which then is recognized by the target referencing display, showing distance, azimuth, elevation difference of the target, and with the next update also required turret elevaton.