RKSL Flare system V2.0 For ArmA2
For the RKSL Flare System we wanted to do something a little different, from the usual flare scripts that have been present since the days of OFP. The new additions to the ARMA engine allowed for a more complex and realistic portrayal of counter measure dispensing systems and Chaff/Flare decoys. They also allowed for a bit more eye candy, which isn’t such a bad thing when you can turn them off if required. We tried to make the system as intuitive as possible, providing more than one method of deployment. From a player’s point of view, the flares are accessed as an additional weapon available to the gunner or pilot under manual weapons control. Just cycle through the available weapons as usual, to select the launcher. The advantages of making them weapon based are; You can reload your flares the same way you reload any other weapon. You can also manually fire the flares as a pre-emptive measure, when entering or exiting hostile areas. If you don’t want to be fumbling around with the controls during a game, the flares will automatically be triggered whenever a threat from AA missiles are detected. The system simulates both Chaff and Flares in one single package. The launched decoys are actual objects, emitting IR signatures that are capable of deceiving both AI and human opponents. Although, they are more effective against human opponents, when used preemptively. Providing an element of protection against any radar based weapon system. They are not guaranteed to protect against any threat launched at you. There is still an element or probability written into the scripts. But the rule of thumb is, the more flares you can dispense and the greater the distance you can place, between you and them, the greater the chance of a lethal blow. The only aircraft currently fitted with the flare system as default, are the RKSL Helicopters. However we’ve provided an additional addon (see RKSL-Arma2.pbo) that adds the flares to all the default ARMA aircraft, and any other aircraft that inherits from them. For additional details, on how to configure the system for both AI and Players, can be found here. |
Comments
Until we actually see the Operation Arrow head stuff ourselves we honestly don't know.
The current BIS flare system appears to be "inspired" by our own system. In so much as it uses the same values and technical concept (minus the IR targets of course) as our own system. With that in mind, unless the "new" BIS system presents any greater advantage than our own we will probably stick to the RKSL system.
The Radar and helmet mounted display will almost definitely be adopted. We have several addons that could exploit both those features if they are done well. The RWR I'm not so sure about. Again its dependant on the BIS vs. RKSL Flares again as I suspect they are essentially the same scripts.
But having said that, if UNN has the time and inspiration we may resurrect the old OFP/ArmA1 FCSS system that completely changes the way RWR and threats/target are shown. More info and video here: FCSS Fire-Control-Script-System.html
After that longish answer the short version is: We don't know yet. We're waiting to see what Arrowhead is really going to be like.
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