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Missileguidance - Use checkVisibility to test LOS for missile seekers #7014
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Most thermal sensors see through smoke, unless that smoke is specifically designed to be opaque to thermal EM. |
And all of vehicle smokes are such kind of. Isn't it? |
Only the more modern ones, since around the mid-80's. |
In Arma all smoke is thermally opaque afaik. I don't know any optically guided fire and forget ATGMs that were developed before the 80s either. |
Right, but you could be firing a modern weapon at an older tank. |
Could add a config entry to at least give the option to change it per tank/missile. |
I don't think that's feasible. Some missiles don't lock on to targets but would still be affected by thermal smoke |
@jonpas no, you couldn't. How would you know that the smoke that's blocking LOS was caused by that vehicle? Again, since all smoke is thermally opaque in Arma and you'd have the same problem in vanilla, I'd rather go for this option. The T-55 might have been equipped with newer smoke ammo after all. |
Yes, I tend to agree. This is the best we can do at the moment. |
We could check normal I guess to be perfect you would have to check for smoke at multiple points on a line from missile to target, but missile should be up high and I think just checking at target is fine. Vanilla/CUP/RHS both seem to be using
edit: we should also ace_cough when players walk through vehicle smoke 😉 |
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Speaking of thermally opaque smoke, is it possible to make the smoke not be thermally opaque? I wanted to post this in feature requests ages ago, but figured something like this is probably not possible. |
When merged this pull request will:
0.001 as a visibility limit seemed reasonable with my testing with a smoke grenade, I'd rather go higher (missiles would then easier lose lock) than lower. If a tank pops a smoke wall, it should be well within that limit anyways.
Not tested with actually firing a missile yet, since the tank would have to pop smoke at just the right time and also be moving, because the missile will still fly straight if it loses lock.
Closes #7012, also ref. #6744 which still needs additonal code when actually locking on to fix completely.