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.
Greetings!
This time I would like to present you with our latest achievement, the walker arm weapon automatic convergence system with live surface following crosshairs for each barrel. (It will be applied to other vehicles too when needed.)
The arms align the guns on vertical axis and the guns themselves have small horizontal axis correction that brings them to point into the aiming direction and zeroed to correct range
We have also updated the multi turret function that previously placed the shots to fire from different barrels to also take accord the direction of the barrel so that the shots fire properly in the direction of the barrel. This way we can have exact control of the aim.
As a bonus the missiles from fired by the commander now arch much better to their targets as they fly out of their tubes in the directon the tubes are pointing and fire up their engines only a couple of seconds later. This will also help with the development other weapon systems.
Some finetuning may still be needed and we are looking into predictive ballistic calculations to make our vehicles even more efficient.
Stay tuned for more!
I have to process you fast developing process, Goat, while the video is stil processing. :)
Fast developing you say?!? xD
I see. :) I regarded your previous post about weapon alligment plus the promise of a future video and this presentation today. Or I just really wanted to write some snappy puns when I was watching moddb's processing video message. :)
Heh well yeah it is true that we got the gun convergence set up pretty quickly. I think individual features like this are much faster to make than lets say the likes of the city that really consists of many individual pieces. Ones like the gun convergence are more easier to showcase too when theres actually stuff happening on screen. :D
Can't wait for the next release (Cause the latest release was from a year ago) and awesome work creator/s!
Its coming along quite nicely. For the last release it took us about a year to get there and now just about everything has been redone and upgraded. :D
Are those guns going to wreck everything in the game ???
By the way, crosshairs are looking perfect !
Haha, it might be that they have to be adjusted a bit.. You may have noticed that a few times the shot goes right through a tank.. :D They are gauss cannons though so its not really that far off of whats intented. Im inclined to lose the explosion effect though.
Awesome
So what is its terrain capability going to be like? Is it able to go up steep hills upward and downward without tipping over? Also how exactly durable is this thing?
Well the current version ran through stratis almots straight line rising from the ocean floor like a mythical beast and climbing the rocks and whatnot quite easily. I would say the walkers will be versatile all terrain vehicles. And they wont fall since the legs use man simulation.. They go over terrain just like any man in arma. :D They're just a tad bigger
As for durability, its armored quite like a tank would be, sure a few direct hits will kill it, but you will have to hit it first.
Our goal is to make them feel realistic and that means that they like any other vehicle can be destroyed. Hopefully we can make them mobile enough to make them also feel viable weapons.
We are also planning on a system that allows any barrel to be fired at any time and different firegroups with multiple different weapons.
Do you think this walker in real life would sink into mud at his first terrain test?
Oh perhaps perhaps, there are many reasons we don't have huge walking robots. :D Luckily we don't have to take those into accord in games.