What is TMR? TMR is a (growing) comprehensive modification for Arma 3 aimed at increasing realism and complexity without sacrificing engaging gameplay and accessibility.
Taosenai, TMR Modular Realism Developer "It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses." -- Ueshiba Morihei
Taosenai, TMR Modular Realism Developer "It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses." -- Ueshiba Morihei
Okay, beta2 uploaded which includes the tutorial mission. That took way longer than anticipated due to a weird quirk in CfgMissions.
Taosenai, TMR Modular Realism Developer "It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses." -- Ueshiba Morihei
Working on the RPG-42 now. It will be like a futurized RPG-32 -- which is, of course, what it is. Such a 'future' RPG-32 has a faster rocket velocity and a magnified, drop-calibrated sight standard.
Still tweaking numbers but with the current missile config, the rocket starts to experience ballistic drop at about 200m. This'll give a simple direct attack for close targets, with a drop compensator sight for targets beyond that.
Has anyone installed and played with the current version? Is it working for you? Do you like it?
Last edited by Taosenai; 07/16/1304:55 PM.
Taosenai, TMR Modular Realism Developer "It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses." -- Ueshiba Morihei
I have reworked the weapon to behave like a futuristic version of its inspiration, the RPG-32. The RPG-32 is an unguided, reloadable launcher firing 105mm AT grenades. It uses an unmagnified collimator sight and is effective out to about 200m.
The RPG-42 retains its design, but is enhanced with a soft-launch system and a magnified reticle with full drop compensation out to 400m. The reticle is also capable of rangefinding and includes both illumination and integrated NV. Unlike the default version, it is fully unguided.
Ultimately the PCML will be a disposable launcher system. Although its top-attack EFP and PLOS guidance give it a higher probability-of-kill on the first (and only!) shot, the RPG-42 permits rapid re-engagement and the operator can easily carry 2-3 additional rockets. Therefore these weapon systems are evenly matched (or 'balanced,' if you like).
I have to finish the tutorial mission and I will release this. The tutorial explains how to use the reticle. It's really easy. I designed it myself based on what I think a good AT reticle for a clueless soldier would look like. That's what I mean by realism and not authenticity. It's a completely fake reticle. Tao Reticle.
Last edited by Taosenai; 07/17/1302:27 AM.
Taosenai, TMR Modular Realism Developer "It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses." -- Ueshiba Morihei
Here's a preview of the new 105mm smoke/marker rocket and thermobaric anti-personnel rocket for the RPG-42. These are ballistically matched to the same reticle as the AT rocket.
Taosenai, TMR Modular Realism Developer "It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses." -- Ueshiba Morihei
RPG-42 module is included in beta3, which is released above.
Curious mission makers who would like to use the Thermobaric or Smoke rocket can do 'player addMagazine "TMR_RPG32_TB_F"' or 'player addMagazine "TMR_RPG32_Smoke_F"'. There will be crates later.
Yeah, it's meant to say 'RPG32' there. You can ask BI about that one. It's called the RPG-32 internally, just as the PCML is called the NLAW.
Last edited by Taosenai; 07/18/1312:49 AM.
Taosenai, TMR Modular Realism Developer "It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses." -- Ueshiba Morihei
Very nice work. Toughest part is judging the reticle lines compared to the size and range of the vehicle, and with a couple dozen rounds even that is quite "guess-able".
The PCML in "tracking" mode was sometimes over sensitive to my tracking vehicles, with the rocket firing and leading a bit ahead of the target. However, I think the non-flat panning angle (vehicle was moving away as much as across) may have contributed to this.
WARNING: This post contains opinions produced in a facility which also occasionally processes fact products.
One thing I want to add to the RPG-42 sight is a stadiametric rangefinder for front-profile targets. That should help with getting a consistent range. I need to know how wide tanks will be in A3, though.
It's hard to get a good track with the PCML. You have to be very steady. Especially because ArmA Guy wobbles a lot, even crouched with the launcher out. Hold your breath for the duration of the track, and make sure you have a steady track against a continuous-speed target for 2-3 seconds. Critically, always track the exact same spot on the target. There is code in there that helps to dampen sudden acceleration/deceleration in your track, but a really smooth track is still necessary against targets moving fast enough that a slight error will mean a total miss. I have an adjustable DPI mouse and I like to turn it down to about 800dpi so I can make a really big, smooth movement.
Further, due to limitations of math and the universe (or maybe I just couldn't think of a way), because the PCML/NLAW has no laser ranging system, the lead computation is most accurate only at a certain distance -- namely, about 150-200m. So engaging beyond that against a target moving at a good speed is likely to be a miss. The effective range on a real SRAW is also about 150-200m against a moving target, from what I could find (which is not a lot). The 600m range you see cited for the MBT LAW (and which Saab claims in their marketing trash) is clearly only against a stationary target.
The mathematical limitations of the PCML's PLOS guidance keep its higher damage (certainly a one-hit kill with the EFP) and its near-perfect one-shot-kill chance against stationary targets under control. By comparison, the RPG-42 has a lower hit chance and less damage, but can be reloaded and fired multiple times in rather short order. (This won't be true of the PCML soonish.)
It's also internally consistent with BLUFOR's weapons procurement decisions being terrible compared to OPFOR's.
Taosenai, TMR Modular Realism Developer "It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses." -- Ueshiba Morihei
Beta4 released in the OP. Includes a simple system for non-reusable PCMLs as well as updated loadouts.
BLUFOR: Rifleman (AT) now carries PCML AT, single-shot launcher. OPFOR: Rifleman (AT) now carries RPG-42 with two AT rounds and one thermobaric round. Ind: Rifleman (AT) now carries RPG-42 with three AT rounds.
Crates also updated to include both the AT and MPV variants of the PCML, as well as RPG-42 smoke and thermobaric warheads.
Weight of RPG-42 missiles increased so that no more than three can be carried in one backpack.
This is the last beta before I release 0.1, the Launcher Enhancement.
0.2 is a ways off. My first priority is to fix the absurd behavior and lowered muzzle v of suppressors, but I'm hoping BI sees the light on their own. I can only feel the misguided hand of 'balance' at work in causing suppressors to make fully automatic rifles suddenly work in three-round-burst mode, though, so my expectations are grim...
Taosenai, TMR Modular Realism Developer "It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses." -- Ueshiba Morihei
So it does. Thanks for the report. Link is fixed now.
Taosenai, TMR Modular Realism Developer "It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses." -- Ueshiba Morihei
Sorry m8, don't know if it is my problem or still something wrong with the link but I end up on your webpage on the "added Arma3 content" page rather then getting a file dialog.
You have to be very steady. Especially because ArmA Guy wobbles a lot, even crouched with the launcher out.
Yes, the guy certainly does wobble a lot. Seems that once your rotation is faster than a certain threshold, the animation changes. And panning right near that threshold leads to a distinct wobbly effect as the animations alternate.
I'll try holding my breath with the pan. Never tried that with a launcher, that I can recall!
WARNING: This post contains opinions produced in a facility which also occasionally processes fact products.
Taosenai, TMR Modular Realism Developer "It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses." -- Ueshiba Morihei
Working on getting it to play nicely with the AI currently. Since the AI has no concept of using these systems, I have to decide how I'd like to fudge it.
Taosenai, TMR Modular Realism Developer "It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses." -- Ueshiba Morihei