Arma 3
FPV Drone Converter (AR-2 Darter)
Showing 11-20 of 35 entries
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Update: Mar 9 @ 11:44am

- Automatic Target Search Mode: Fixed a bug when lots of mixed targets types were in one general area, the drone would occasionally not correctly choose the correct target type specified by the player.

Update: Mar 8 @ 5:45pm

- Automatic Target Search Mode: fixed an issue where type "man" override was selected and the drone would still target enemies in vehicles that were exposed (turned-out, or in unarmored vehicles)

- Automatic Target Search Mode: Added a 3D Icon on the target that the drone has selected as its target (the icon is visibile when the player is within 1000 Meters of the enemy target and does not have either the terrain or other objects obstructing the view of the target).

Update: Mar 8 @ 8:56am

- Automatic Target Search mode: The drones acceleration is no longer a linear function, instead it follows a curve following (Δdelta time) where the drones speed reaches 50% within 1.0 seconds after finding a target, and the last 50% over 2.5 seconds for a total of a 3.50 second(s) acceleration period.

- Automatic Target Search mode: If target type "man" is either selected by the drone or by player override, if the explosive is a claymore, the drone will airburst the explosive at 24 meters from the target to increase its effectiveness, all other types of explosives will detonate within a radius of 4 meters from the target to increase general effectiveness. For all other target types the explosives will detonate either on touch,or within 0.65 meters.

- Automatic Target Search Mode: Fixed an issue with regards to zero divisor with drone pitch angle.

Update: Feb 23 @ 6:27pm

- Fixed a compatibility issue with the patched version of "multiple drones in inventory", where if a player attached a warhead and then disassembled the drone, the warhead would hover in place without being able to be picked back up by the player.

Update: Feb 23 @ 3:47pm

velocity vector direction is now normalized properly to a 1:x:x ratio multiplier (where 1 is automatically the highest of any given x,y,z component velocity and all others are a fraction of 1 and are scaled to their previous normalized directional vector ), which previously resulted in drones speeds that were slower than expected when chasing high speed targets. drones max horizontal speed is now about 160km/h in automatic mode.

Update: Feb 17 @ 3:43pm

Update: Feb 17 @ 12:40pm

Added additional 'kill' eventhandler as a failsafe for drones not triggering the hit eventhandler in the case of drones going taking too much damage that it doesnt 'trigger' and instead skips it entirely.

Fixed bugs relating to returning to the player after not finding any targets, including:
- upon selecting a new area to search the drones would do nothing and remain on the ground
- drones would hover indefinately and not return control to the player, being stuck at a hovering altitude around 15meters and be unable to manually be landed by the player.



-updated the drones automatic seeking speed up from 135km/h to around 150 km/h top speed
-reduced hit damage threshold from 0.35 to 0.315 required to trigger the warhead attached to the drone.
- During auto target mode, the required distance for automatic detonation is slightly increased

Update: Feb 16 @ 4:55pm

- Adjusted the random distribution min, mid, max ranges to slightly higher values to give the AI more time to detect when the drone is made hostile.
- The drone will now accurately pitch its nose (and by extension the warhead) downwards or upwards based on the (Z) velocity relative to the forward/backward velocity (X,Y)----> lower relative Z velocity = flatter trajectory/ parrallel with the ground; higher relative Z velocity = nose pitch that approaches or is perpendicular to the ground... (from 0 degrees pitch minimum ---> 90 degrees pitch maximum)
- Adjusted the flight height on the 'move' waypoint from 45 to 65m

Update: Feb 15 @ 9:08pm

- Target Type override is now user selectable with a new UI menu allowing the player to choose one of ((Tanks/ IFVs), Wheeled APCs, (trucks/cars/mraps), Soldiers)
- If multiple drones are sent to the same area and all choose the same target, if the first drone destroys the target, the remaining drones will automatically find a new target and attack it instead of attacking an already dead target.\
- The drone will now become 'hostile' to enemy targets within a randomly chosen distance ranging from 40m -120m, with a weighted medium point at 85 meters. This provides either greater / or lesser hit probability if the AI can successfully shoot the drone down in time.

Update: Feb 8 @ 5:48pm

- fixed a situation in which a script condition would never be met and be stuck in indefinite waiting state (degrades performance)
- fixed a condition that would result in markers not being removed when a drone was destroyed before arriving to its waypoint destination in auto attack mode
- decreased the probability of the drone being destroyed before it could engage its target in auto attack mode (it now tricks the enemy into thinking its a 'captive' until its 100m away from the target, at which point it returns to it default state where it will be attacked by opposing sides )