Feature #8856

Tank FCS

Added by Cruzifer over 5 years ago. Updated over 4 years ago.

Status:Closed Start date:02/05/2010
Priority:Normal Due date:
Assignee:q1184 % Done:

80%

Category:Complex
Target version:1.0.9
Component:sys_tankfcs Affected Version:
Close Reason:

Description

Hey guys,
i would love to see a Tank Fire Control System in ACE2 like NWD´s from Arma1. Unfortunately nobody manage to convert it to arma2 until now, but i am pretty sure, that wouldnt be a big deal for you guys ;) I really think this feature is missing in Ace2! Nevertheless your work is awesome and i appreciate every tiny effort you stuff in that gorgeous mod!

Cheers Cruzifer


Related issues

related to A.C.E. for OA - Feature #7413: Range finder for tanks Closed 12/26/2009
related to A.C.E. for OA - Feature #9206: Simple working ballistic computer for gunships and tanks Closed 02/20/2010

History

Updated by Moach over 5 years ago

i would like to extend this request by adding that a full "tank commander interface dialog" is direly needed...

tanks are very clumsy to control at the moment, the commander must go through his gunner´s actions menu in order to switch the type of shell being used and theres no way to tell the driver at which speed he should drive to a waypoint

i suggest a 1/3screen-sized dialog positioned at the lower part (kinda like a starcraft GUI), available to the commander, featuring the following controls:

- clickable map for waypoint ordering
- cursor toggle key for alternating periscope control and dialog interaction
- buttons for setting the driving speed - to be used for waypoints
- a selection list for ordering the gunner to change ammo type (with filters for target types such as
houses, vehicles, personnel, etc...)
- a known targets list for quick target ordering
- a "no target" button (i know it´s redudndant, but it makes sense towards the coherence of the dialog)

a more advanced feature i considered would be a "paint route" mode where one could drag the cursor over the map painting high-precision waypoints that could be delivered to the driver as a sequence of direct commands (this simulates being able to properly explain your intentions to the driver - which is not possible with AI)

this interface could be integrated in some with the tank fire control system mentioned above

agree?

Updated by Moach over 5 years ago

sorry, i somehow double-posted

Updated by total22 over 5 years ago

I agree Moach, but I think you should add a new ticket for your own suggestion. Then, I will vote yes.

Updated by Sickboy over 5 years ago

  • Target version set to Planned (Needs Contributors)

Updated by Den over 5 years ago

Voted yes, because mod really need to have more realisic tanks than vanila BF2 style.

Updated by rocko over 5 years ago

  • Category set to Complex

Updated by TheBigHerm over 5 years ago

Id like to see this implemented. In my experiences as a TC, you are in control of the tank at all times. It seems at this present moment that the gunner has total control and the TC is just the guy on the 50 cal. The TC IRL has the power to laze for distance and direct the turret to a target that the gunner may or may not see. This would increase the combat effectiveness of the tank and survivability. Im not sure if Russian tanks have anything like that, but I do believe that the TC (tank commander) should be the man in charge.

Updated by q1184 over 5 years ago

  • Assignee set to q1184
  • Target version changed from Planned (Needs Contributors) to 395

Updated by q1184 over 5 years ago

  • Status changed from New to In progress
  • Priority changed from Low to Normal
  • % Done changed from 0 to 80
  • Component set to sys_tankfcs

Generic FCS added to the appropriate armored vehicles. It features laser rangefinder, automatic ballistic solution for given range and compensation for vehicle and target movement.
Overriding gunner's controls by commander is unfortunately impossible if gunner's seat is occupied by another player.

Updated by Sickboy over 5 years ago

  • Target version changed from 395 to 1.0.9

Very nice mate!

Updated by Sickboy over 5 years ago

  • Status changed from In progress to Closed

Closing to close the milestone

Updated by M1n1d0u over 5 years ago

AWESOME works i love it ! ! ! but can you add a pursuit mode ? line in the real FCS ?

Updated by q1184 over 5 years ago

M1n1d0u wrote:

AWESOME works i love it ! ! ! but can you add a pursuit mode ? line in the real FCS ?

Lead is already there. Read documentation at http://ace.wikkii.com/wiki/Features_of_ACE2#Tank_Fire_Control_System
On some vehicles it's disabled (M2 Bradley, Stryker MGS).

Updated by M1n1d0u over 5 years ago

no poursuit mode like , you lock a target and the turrel turn automaticly and follow the target

Updated by q1184 over 5 years ago

M1n1d0u wrote:

no poursuit mode like , you lock a target and the turrel turn automaticly and follow the target

Is there really such thing on any of the tanks? Never heard of it. Plus, it would be next to impossible to realise within Arma anyway.

Updated by M1n1d0u over 5 years ago

it possible in arma 1 i see a FCS tank use it , and on lot of tank it exist IRL

Updated by S2 over 5 years ago

"Is there really such thing on any of the tanks? Never heard of it. Plus, it would be next to impossible to realise within Arma anyway."

Yes, the Bradley has it as well.

Updated by Dutch over 5 years ago

A big thanks from Unit 19 to those who worked on the FCS and armor issues. You are making Arma tank combat more enjoyable by implementing simulation aspects.
Tested the FCS today on the M1A1 HC and M1A2 TUSK. Results:

Rangefinding: Ok
Related ACE keys: Working all
Coax FCS: Ok, both on static and moving targets

Main gun FCS: After lasing, main gun is not taking calculated lead and elevation and thus resulting in same rounds trajectory as when not using FCS

I tested it on ACE version 1.0.4.310

EDIT: Problem seemed to be related with the older Challenger 2 mod. After deactivating this Challenger mod all worked fine.

Updated by KingHomer over 5 years ago

M1n1d0u wrote:

it possible in arma 1 i see a FCS tank use it , and on lot of tank it exist IRL

What you are talking about is lead calculating which is already in the system. The gunner still have to follow the target manually with the turret, the FCS only takes over where to "point" the crosshair while the gun has already the correct lead. It only works up to certain target and own vehicle speeds.

Updated by S2 over 5 years ago

.

Updated by S2 over 5 years ago

KingHomer wrote:

M1n1d0u wrote:

it possible in arma 1 i see a FCS tank use it , and on lot of tank it exist IRL

What you are talking about is lead calculating which is already in the system. The gunner still have to follow the target manually with the turret, the FCS only takes over where to "point" the crosshair while the gun has already the correct lead. It only works up to certain target and own vehicle speeds.

Not sure if this is what you mean King Homer and you probably know this but, with the Bradley you can make a "box" around a target, much like the javelin, and the turret will lock onto the box and follow it. Example would be you see a vehicle moving down a road perpendicular to your position, you want to keep the turret on the vehicle, you can either follow it using your "joystick", or you can use the tracking option and it puts a blinking box on your screen, then you use your button on your joystick to get that blinking box onto the vehicle, the turret looks at the heat source inside that box and follows it, as long as you have your catallacs (sp?) on, the turret will follow that heat source. Again much like the Javelin.

Also,
Can this FCS be included into the stryker's and M1 tusk's, and any other vehicles, RCWS? These systems should have FLIR capabilities as well.

Updated by q1184 over 5 years ago

Just confirmed - Bradley A3 has kinematic lead feature (FM3-22-1). As said, this feature is currently impossible to implement, but at least standard semi-automatic lead is enabled now.

Updated by KingHomer over 5 years ago

Yeah the A3. But we don't have that. It's a nice feature indeed but as pointed out: Not possible and no M2A3 available.

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