Hi, I am currently having an in-game issue where I cannot seem to enable the radar in the scroll menu. I've tried launching my game with and without mods, but with no luck - the option simply does not appear in the scroll menu when I am inside a plane.
arma 3 how to turn on radar
As soon as Arma 3 Jets DLC appeared on the horizon, we began to think about its so-called 'platform features' (improvements available to everyone that owns Arma 3). One of the key items on our wishlist was the 'radar' (also sometimes known as 'magic radar' to its detractors!). While its ease-of-use was convenient in some ways, Jets DLC represented a splendid opportunity to add more depth to detection and targeting gameplay. Now - after many, many hours of development, and the commitment of the whole team (and Electronic Warfare Task Force in particular!) - we're almost ready to distribute our new approach to our Arma 3 service members.
So far, Arma 3 has only featured jets designed for Close-Air-Support (CAS). However, since these were the only fast-movers available in the vanilla game, these fighters quickly turned into jacks-of-all-trades, serving as dog-fighters or interceptors, just as much as they were used as CAS aircraft. We felt that simply adding the new and faster fixed-wings planned for Jets DLC would not change our aerial ecosystem, in terms of emphasizing the specialties of different types of jets. So, for the sake of both authenticity and gameplay, we needed to introduce new mechanics that would promote meaningful diversity.
In large part, the new Sensor Overhaul enables our CAS fighters to be better at tracking and engaging ground targets, and ensures that air-to-air combat (e.g. dog-fighting) is best left to our new air-superiority fighters. Additionally, by turning anti-air platforms into a true menace for anything that moves above the tree-tops, we present pilots with a very strong motivation to co-operate with ground forces, which fits into our vision of Arma 3 as a combined arms military sandbox. Our goal was to design a whole new food-chain! However, we also needed to place that goal in the context of Arma 3.
Somewhere in between a shooter game and a simulator, our series holds a unique place in the gaming scene. To a significant extent, what works in real life most likely also works in Arma. Players should expect a better outcome if they deploy real world tactics in game. At the same time, we don't want players to have to read a full manual before being able to perform more advanced actions. Thus, when we worked on the design of our Sensor Overhaul, we needed to tackle the tricky question of how to abstract the usage and behavior of radar systems to be suitable for Arma gameplay.
By way of example, let's dig into just one element we found to be very interesting for gameplay: the difference between passive and active sensors, and the possibility to switch radars on and off. 'Passive' sensors, like IR, detect target's emissions or reflections from other sources (e.g. visible light). This means the target will not be able to tell who is 'looking' at it. On the other hand, 'active' sensors, like radar, rely on the reflections of a transmitted signal (imagine pointing a flashlight at someone during the night).
With your own source of energy you're no longer limited to a target's own emissions / environment. Yet, the obvious drawback is that others may be able to detect who is 'shining', and where that signal comes from. In gameplay terms, this new system - including the option of switching the radar on and off, or ability to detect someone's active radar - gives players an interesting choice between going for enhanced situational awareness or lower profile. Together with other new features, players can now make decisions about how much information they want about battlefield, balancing that advantage against the risks of gathering it.
In short - instead of the old radar that used to combine behaviors of Infrared Search and Track and an actual radar - we now have a selection of individual sensors with more authentic behaviour. To get a broader view on the new features, let's take a closer look at the new sensors one by one.
These new features and radar types stand to make significant changes to the experience of targeting (and being targeted!). We thought it may be helpful to offer some advice on how to use (and avoid being used by!) the new sensors. The best way to avoid detection is to stay out of the enemy sensors' line of sight. Learning ranges, fields-of-view and blind spots of individual vehicle sensor suites will help you stay out of enemy's reach (and/or get into their comfort zone at the same time). Knowing the enemy's sensor types and qualities will take you a step further. Basic ideas that you may find useful in combat include:
Now let's examine the new radar display UI a bit further. For all the new rules and behaviors described above, the small radar or compass circle on top of the screen was no longer enough. While having nice radar displays directly in the modelled cockpit would perhaps have been most ideal, that was unfortunately not feasible (discussed further on our forums). Although our goal is always to be UI-minimalistic, we needed to come up with another UI solution. Hence we took some 'jets-y' inspiration from Multi-function Displays (MFD) and decided to combine several other existing elements together.
The sensor display substitutes the old UI radar and compass, and brings a pocketful of new targeting information. We've approached it as a 'situational display' that synthesizes target information from all sensors, threat warnings, and Data Link. Like the old radar, the sensor display displays the situation around you from a top-down perspective. For the sake of clarity, the main features of the new sensor display include:
You've also helped us to smash several bugs, and inspired us to add new properties and ways how to adjust the system. For example, the impact of daylight on detection, target recognition distance, or the possibility to restrict passive radar from being used for weapon targeting and simulate a radar warning receiver (RWR). Encouraged by your feedback, we've added Data Link to support multi-unit cooperation. In order to have the Sensor Overhaul complete, we also needed to replace the "magic radar" on tanks, so - as a cherry on top - we've already provided a glimpse at Tanks DLC by adding the Fire Control System (FCS) feature.
I don't have the little circular radar in the top centre of my HUD when I fly, but I see it on many youtube videos.Is it specific to some aircraft, some mod, Standard vs Advanced Flight Model, or some game setting that I turned off by accident?
Pity! It allowed you as pilot to know where the gunner was facing. Without it, its virtually impossible for gunner to point out clearly to the pilot where a target is and vice versa.I just found the radar I am looking for on the "MELB_AH6M". I knew I saw this circular radar icon somewhere recently. But its not showing up for any of my other aircraft that I could find so far.
CheetahFaction NATOTypeSelf-Propelled Anti-Aircraft VehicleSeats3 seats:1 Driver
1 Gunner
1 Commander
Item capacity3000 massTop speed60 km/hFuel capacity18 fuel unitsWeight63585.1 kgCan be slingloadedNoPrimary armamentMain:2 Autocannon 35 mm
Secondary armamentSecondary:8 Titan AAM
Defensive:
In addition, the Cheetah has access to data link capabilities, allowing it to not only receive the locations of radar contacts but also transmit targeting information to other data link-enabled platforms. As a result, the Cheetah can act as a mobile radar unit for Defender SAM batteries if the latter's AN/MPQ-105 static radars have been destroyed or are unavailable.
DrawbacksUnlike its parent vehicle, the Cheetah cannot transport any passengers. One other disadvantage - shared by its derivatives - is that it cannot be fitted with any sort of slat cages, which renders the vehicle more vulnerable to explosive-based munitions and in return, somewhat negating the better base armour of the Cheetah.
Although its main armament is intended for use against aircraft, it can also be utilised against ground targets in a direct fire support role if necessary, and is especially devastating when brought upon infantry due to both the high fire rate of the cannons and the splash radius of its high-explosive shells.
At the same time they also inflict very low damage against vehicles. The end result is that the gunner will end up depleting most of their ammunition by the time they've finished off just a single vehicle; needless to say, this is not the most effective way of utilising the Cheetah's armament.
It has an active radar that can detect aerial targets at distances of up to 9 km and ground targets at 6 km. The radar has a full horizontal coverage of 360 degrees, but vertical coverage is limited to just 100 degrees.
The AN/APG-78 Longbow Fire Control Radar and its weapons counterpart, the radar-guided, "fire and forget" Longbow Hellfire missile, enable the helicopter to detect, classify and prioritize ground targets day or night, even in poor weather and/or obscured conditions; then attack those targets with pinpoint accuracy from a long distance.
It's armament in the mod consists of a 30mm M230 Chain Gun under the crew compartment, four pylons stations on stub wings for a variety of air-to-ground missiles and rockets, and two wing-tip stations for air-to-air defensive armament.
An anti-radiation missile (ARM) is a missile designed to detect and home in on an enemy radio emission source.[1] Typically, these are designed for use against an enemy radar, although jammers[2] and even radios used for communications can also be targeted in this manner. 2ff7e9595c
Comments