A3 Locking Review

```

Specifies the maximum distance from the position at which it was shot, in which the automatic search for suitable targets.

##### autoSeekTarget

```
autoSeekTarget = bool;

```

Disable automatic search goals. If set to false, the missile guides only for location / destination that was specified at the time of the shot.

##### lockType

```
lockType = [0,1,2];

```

For guided missiles

* 0 = fireAndForgetLT (current system)
* 1 = keepLockedLT (not yet done)
* 2 = manualLT (manualy guided)

##### airLock

```
airLock = [0,1,2];

```

Can target flying objects.

* 0 = lockGroundTT (air lock disabled)
* 1 = lockAirGroundTT (air and ground lock)
* 2 = lockAirTT (air only lock (**NEW**))

Requires irLock = 1; to work. Also makes AI to track air units with the given the ammo (weapon). This may not be desirable for non heavy MG weapons as it the AI gunner to focus on air targets - first while ground targets are ignored meanwhile even though the ground target may actually be the bigger threat.

#### CfgVehicles

##### allowTabLock

```
allowTabLock = bool;

```

Vehicle turret setting. Determines if TAB lock is enabled.

##### showAllTargets

```
showAllTargets = [0,1,2];

```

Vehicle turret setting. Displays/marks all known lockable targets in the HUD as rectangles.

* 0 = showAllNo (current system)
* 1 = showAllCadet (show extended if HUD is enabled)
* 2 = showAllYes (always show)

### Existing tech

#### CfgAmmo

##### irLock

```
irLock = bool;

```

Can lock vehicle with irTarget=1/true.

##### laserLock

```
laserLock = bool;

```

Can lock onto LaserTarget object (which are created using laser Designator - both by infantry or vehicles).

##### nvLock

```
nvLock = bool;

```

Can lock onto NVTarget object (ie NVG marker that infantry can throw a grenade).

##### artilleryLock

```
artilleryLock = bool;

```

Can lock onto ArtilleryTarget object (creates the Fire command).

##### manualControl

```
manualControl = bool;

```

Missile follows the cursor, if not locked onto a target (canLock = 1/2). maxControlRange, maneuvrability and missile speed are very important for manual control. AI is able to guide missiles manually too.

##### maxControlRange

```
maxControlRange = float;

```

How far one can manually control the missile - during maxControlRange <10 unguided rockets are all

##### maneuvrability

```
maneuvrability = float;

```

Defines how much the missile is able to turn / how well it can be controlled during the flight.

##### trackLead

```
trackLead = [0,1];

```

​​Range 0-1, how much is the missile performing "smart" tracking, which assumes onboard computer computing predicted target position at the impact time, resulting in a mostly straight flight trajectory.

* 1 = Means this computation result is used 100%
* 0 = Means it is not used at all

##### trackOversteer

```
trackOversteer = float;

```

Simulates the analogue controls used in missiles, where it reacts directly to the target's relative position by adjusting its flight direction.

* 1 = no oversteer / Means the missile always tries to direct itself directly at the target.
* 0 = ???

##### sideAirFriction

```
sideAirFriction = float;

```

Indirectly affects missiles turning / the flight path once the missile changes its orientation. The higher the side friction the more accurate is the maneuvring with the missile.

#### CfgWeapons

##### ballisticsComputer

```
ballisticsComputer = [0,1,2];

```

Weapon attempts to calculate and shift the aimpoint to hit a locked target based on range, target movement, own movement, and ballistics of selected ammo type.

* 0 = disabled
* 1 = Arma2 TAB lock results in zeroed scope, Arrowhead: added also manual zeroing (PgUp/PgDwn)
* 2 = Arrowhead: only manual zeroing (PgUp/PgDwn)

##### canLock

```
canLock = [0,1,2];

```

Determines if the weapon can lock onto targets.

* 0 = can not lock
* 1 = can be targeted at a lower/cadett difficulty (Recruit + Regular)
* 2 = can always lock

##### lockAcquire

```
lockAcquire = bool;

```

Determines if rocket launcher locks automatically a target or player has to use RMB.

* 0 = automaticLA (current rocket launcher system)
* 1 = manually (use RMB)

##### weaponLockDelay

```
weaponLockDelay = float;

```

Determines in seconds how long it takes before the gun reaches LOCKED after marking targets with TAB/RMB.

##### weaponLockSystem

```
weaponLockSystem = [0-15];

```

Set the weapon's locking technology - determines which signature a CM system can notice. Can be multiple at the same time.

* 0 = None
* 1 = CM\_Lock\_Visual
* 2 = CM\_Lock\_IR
* 4 = CM\_Lock\_Laser
* 8 = CM\_Lock\_Radar

##### cmImmunity

```
cmImmunity = [0-1];

```

Determines the probability of not getting distracting by a CM. Flares and chaffs are dropped in pairs, while smokes are single.

* CMImmunity\_GOOD = 0.8 (for pair of flares its 0.64, for four 0.4)
* CMImmunity\_MIDDLE = 0.65 (for pair of flares its 0.4, for four 0.16)
* CMImmunity\_BAD = 0.5 (for pair of flares its 0.25 , for four 0.06)

#### CfgVehicles

##### radarType

```
radarType = [0,1,2,4];

```

* 0 = none
* 1 = tactical display
* 2 = vehicle radar
* 4 = air radar

##### lockDetectionSystem

```
lockDetectionSystem = [0-15];

```

Determines which weapon's lock type the vehicle can detect.

* 0 = None
* 1 = CM\_Lock\_Visual
* 2 = CM\_Lock\_IR
* 4 = CM\_Lock\_Laser
* 8 = CM\_Lock\_Radar

##### incomingMissileDetectionSystem

```
incomingMissileDetectionSystem = [0,16];

```

Determines what type of incoming missile can be detected (and shown on the radar?).

* 0 = None
* 16 = CM\_Missile

##### xxxCanSee

```
xxxCanSee = [0-65];

```

UNKOWN

* 1 = CanSeeRadar
* 2 = CanSeeEye
* 4 = CanSeeOptics
* 8 = CanSeeEar
* 16 = CanSeeCompass
* 1+16 = CanSeeRadarC
* 31 = CanSeeAll
* 32 = CanSeePeripheral

##### irScanXXX

```
irScanToEyeFactor = float;
irScanRangeMin = float;
irScanRangeMax = float;

```

Those settings can be used instead of irScanRange to make IR scan dange depend on the visibility distance. If there is irScanRange, fixed value is used. The same thing can also be acomplished by setting both irScanRangeMin and irScanRangeMax to the same value.

If there is no irScanRange, IR scan range is calculated as:

```
scanRange = visibility_range * irScanToEyeFactor;
if (scanRange<irScanRangeMin) scanRange = irScanRangeMin;
if (scanRange>irScanRangeMax) scanRange = irScanRangeMax;

```

Where visiblity\_range is basically a drawing distance, but may be shortenet by rain or fog.

##### irScanGround

```
irScanGround = bool;

```

UNKOWN

### Suggestions

#### Config only work

##### Disable locking of all non guided weapons with AutoGuideAT disabled

URL: [1]

HowTo: set canLock=1 to all weapons with canLock=2 except for guided missiles. Ref:

```
laser/wire/radio guidances = manual aiming until impact
radar/auto tracking/IR guidances = autolock (current tablock/mouse 2) fire and forget style

```

##### Add cursor to driver/pilot view in vehicles like in OFP to ease commanding the gunner or troops

URL: [2]

HowTo: Is in TKOH (Hinds). Should only to assign a cursor text for the right config key.

##### Remove radar infos for non-radar equiped Vehicles and Aircrafts

URL: [3]

HowTo: radar (1) removal from xxxCanSee of the given vehicle position (driver/gunner/commander).

##### Static weapon (TOW, MK19, M2, ASG-30) are visible on radars

URL: [4]

HowTo: Set irTarget=0 for in StaticWeapon (and maybe leave it own/set to 1 for StaticAAWeapon).

##### Tanks with auxilary Power Generators turn on main motor when turning the turret

URL: [5]

HowTo: Set startEngine=0 in given turret when the turret does not operate on main motor.

##### Make it possible to have a weapon able to lock air units only

URL: [6]

HowTo: Set airLock=2 for AA missiles (and AAA guns?).

##### Airplanes survive too many AA missile hits

URL: [7]

HowTo: tweak armor/armorStructural for planes.

##### FFARs should be operated by pilot

URL: [8]

HowTo: Move unguided missiles from gunner turret to pilot weapon/magazine definition.

##### Improve helicopter main gun dispersion

URL: [9]

HowTo: Tweak dispersion value.

##### Many missiles are flying too fast

URL: [10]

HowTo: Tweak initTime, thrustTime, thrust (cfgAmmo) and initSpeed (cfgMagazines) of missiles. Ref: GLT Real Air Weapons (RAW)

##### CH-29 missiles burn out too quickly

URL: [11]

HowTo: Tweak initTime, thrustTime, thrust (cfgAmmo) and initSpeed (cfgMagazines) of missiles. Ref: GLT Real Air Weapons (RAW)

##### Vikhr Missiles CfgAmmo should be changed to make the Vikhr Ground-Attack only

URL: [12]

HowTo: Set airLock=0 for M\_Vikhr\_AT (cfgAmmo). For A3 these might be relevant: M\_Titan\_AT, M\_NLAW\_AT, M\_Air\_AA and subclasses.

##### Simulate laser guidance by helicopter weapons (like Hellfire for AH-64 Apache and AH-1Z Cobra)

URL: [13]

HowTo: Set canLock=1 and manualControl=1 or add Laserdesignator\_mounted and irLock=0 (or Make laserLock and nvLock independant to canLock).

See also: Cannot acquire laser target for BAF Wildcat CRV-7 PG rockets if "Auto guide AT" is turned off in difficulty

##### Beeping noise when acquiring missile lock is WAY too loud

URL: [14]

HowTo: Improve soundLocked[] sound file.

##### Rockets 9M117M1 Arkan / 9M113 Konkurs / 9M119M Refleks not laser/wire-guided

URL: [15]

HowTo: Set manualControl=1, canLock=1 and not too high missile speed.

##### Refleks and arkan missiles cannot be guided manually, only with auto-guiding

URL: [16]

HowTo: Set manualControl=1, canLock=1 and not too high missile speed.

##### Locking delay is too short for most missile launchers

URL: [17]

HowTo: Adjust weaponLockDelay from 3 to higher values per missile.

##### Equip more vehicles with a laser weapon - Laser FCS (Firing Control System)

URL: [18]

HowTo: Add Laserdesignator\_mounted weapon to more vehicles.

#### Require engine changes

Ordered by assumed priority (first is highest) and hopefully limited effort.

##### Add option to restrict radar locking (TAB target cycling) of vehicles

URL: [19]

Comment: Could be done with canLock=1 for all non Fire-And-Forget (FNF) guided missiles as AutoGuideAT makes it a difficulty setting.

##### Add difficulty option to disable radar of vehicles (that don't have one in reality)

URL: [20]

Comment: Needs a new config value like hasRadar, link it to difficulty level or a new setting and disable it for vehicles with hasRadar=1 in Veteran/Expert. This way new players could still play with "always radar" in lower difficulty.

##### Add option to disable friend-foe radar signature (difficulty setting)

URL: [21]

Comment: To keep it for lower difficulty, but allow more realistic and better gameplay in Veteran Expert. Could be linked closely with the suggested IFF changes.

##### Add difficulty option to hide the locking cursor

URL: [22]

Comment: To make player rely on locking sound only. Defined in CfgInGameUI-Cursor/lock/target/select\_target.

##### Radar targets and locking ability needs to be limited by object drawing distance for units/vehicles with irScanToEyeFactor=1

URL: [23]

Comment: To reduce/remove locking abuse. Only with irScanToEyeFactor>1, radar detection/locking should go beyond viewable distance.

##### Airborne chopper to be rendered in larger distances

URL: [24]

Comment: Ondrej: The rationale why only planes and not helis that planes are mostly flying higher, and there are less planes in the mission, but in principle the solution can be easily extended for helis as well later.

##### Improve radar and friend-foe-identification (IFF) simulation

URL: [25]

Comment: Picks up ideas from Hladas in the BI forum discussion. Improvements here would help big time.

##### irScanGround = 0/false does not limit radar/target identification to air vehicles

URL: [26]

Comment: Seems like a bug or functionality is different. No (for me accessible) information available about it.

##### Simulation shotRocket ignores ballistic profile (gravity) after rocket burn out

URL: [27]

Comment: Makes rockets way too easy to shoot distant targets. Not realistic and looks weird too.

##### Disperion for rockets

URL: [28]

Comment: Lack of dispersion makes especially for air units hard to hit targets. Not realistic and bad for gameplay.

##### Disable auto locking of infantry launchers or reduce automatic lock area

URL: [29]

Comment: While both should be realistic, with the visible locking cursor it makes them too easy to use and strong. Could be solved with the option to hide the locking cursor, or make (some) launchers require RMB use to lock onto a target.

##### Improve countermeasures and warning system

URL: [30]

Comment: cmImmunity should be tweaked, but AI use needs be improved as well as MP issues.

##### Missiles don't lead moving optical/laser targets

URL: [31]

Comment: Very important for manual guidance of missiles.

##### SACLOS guidance unrealistic

URL: [32]

Comment: Very important for manual guidance of missiles.

##### ballisticsComputer calculation uses inverted target lateral velocity when facing south

URL: [33]

Comment: This bug should be finally fixed.

##### Locking of \_guided missiles\_ does not work as pilot without gunner

URL: [34]

Comment: Useful for lower difficulty settings.

##### Add additional "preparation" time when selecting launchers

URL: [35]

Comment: To make infantry launcher use non as simplistic/gamey.

##### Make fuseDistance config entry working for Rockets/Missiles/RPGs

URL: [36]

Comment: Useful tweak.

##### Add more damagable systems and indicators for fixed-wing-aircraft

URL: [37]

Comment: Should be present already in A3, yet further tweaks/improvements would be useful.

#### Related

* CfgAmmo
* Weapon Settings
* CfgWeapons
* CfgVehicles