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1.70 FCS - Remove ACE_FCS from most vics #5152
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I'd say get rid of it. It served it's purpose as the superior system for years, but now it's time to make room for the new engine based solution. |
Can we just add vanilla FCS to the AA cannons or does it not work for cases like that? We should for the attack helos though. |
Attack choppers have the CCIP for the autocannon which doesn't currently work with ace_fcs. I'm leaning towards removing ace_fcs from the 2 aa vics, as in vanilla they have the CCIP drop calc + a radar based lead-indicator. But that will mean breaking their airburst rounds feature. |
Would it be possible to still use the "Tab" key but skip the FCS and apply the range only to the airburst feature? |
Yesterday's dev changelog
For those 2 we can wait and see what actually is in 1.70 final |
* Handle 1.70 FCS * Cleanup CfgWeapons * Add warning for discreteDistance
This is in 1.70 if that changes anything |
Well, vanilla FCS sometimes sucks. It doesn't take drag into consideration. To high drag projectiles vanilla FCS is so broken as they always land shorter at long distance. |
Right now 1.70 RC has the new FCS system
In some quick testing it's fairly close to ace's system.
New "Laze Target" button
There is a major conflict from fcs doing
which seems to mess up their FCS and delete the projectile and cause some bizarre script errors in overpressure and winddeflection.
This PR removes ace_fcs from all vanilla vics that have the new system.
The only 4 left that don't are the 2 AA canons and 2 attack choppers.
The other option is disabling vanilla FCS on vanilla weapons and keeping ace's fcs, but that cause more compatibility issues.