Lost Dragons is a multiplayer total modification aiming to bring out a new thrilling gamemode for Arma3 . Our concept is futuristic objective based team warfare with randomly generated map elements to ensure every game is a unique experience with completely new set of units, weapons, structures and terrain.

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Report RSS WK-209 Animation Test 01
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murauder
murauder - - 3,668 comments

The test results show promise.

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HorribleGoat Author
HorribleGoat - - 862 comments

Indeed it does. I was able to confirm that the max zeroing is at 2000metres (give or take a couple) so the guns should work quite well.

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.Eol.
.Eol. - - 613 comments

We need 8km range otherwise it'll be taken out by MBTs :O

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HorribleGoat Author
HorribleGoat - - 862 comments

Yeah it needs adjusting for sure, but gotta take it in game first so I can see that far :D

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HorribleGoat Author
HorribleGoat - - 862 comments

Now that you said about it I took another look at the zeroing angles and set it so that it should now have max zeroing at 8000 meters. :D minimum is now set to 100m

I figured out a way to align the angle even with the limited visibility of the engine preview and it should work now. Gotta test it in game too though. :D

Now good luck playing the map with 10k visibility though.. >:D

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.Eol.
.Eol. - - 613 comments

Yeah OK for the 10km visibility ^^ y'a know i's just kidding, didn't you xD

A question though, you say min zeroing is 100m, does it mean the guns can't fire under 100m at the same spot simultaneously ? Because as a walker, with increased mobility compared to other vehicules, it'd be pretty dumb if it becomes unefficient in close combat ?!

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HorribleGoat Author
HorribleGoat - - 862 comments

Well I did think about it and there was no reason to limit the max range since there are different weapons the walker can use. I might revise the 100m, but I want to to test it out first.

The spread of the shots under that range is really small and ranges blowing up stuff so close risks damage to the walker itself and that's why I thought to set the convergence there. It will be adjusted if needed.

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Description

Got almost all moving parts set up for the new torso design and thought to share the progress with you guys!

The red lines are there to check how well the gun zeroing works and how far it converges. Testing showed that with current setup the guns can converge beyond 1500 meters but I was not able to see further in the Buldozer model viewer. Have to continue testing that in game.

Anyway, here's also demonstration how the guns move about and how much their reach is. I'm quite content with how it works now and will take this version in game and lock it for next Alpha. Further design changes may come if deemed necessary.