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Add IR Flashlights #6563
Add IR Flashlights #6563
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Will it be possible to have both an IR flashlight and IR pointer turned on at the same time? |
Click the link in the OP. |
Blocking engine-level issues with the alignment of IR flashlights have been fixed in the latest A3 update, v2.00 |
Classname "attenuation" for the ACE IR flashlight is misspelled to "attentuation" |
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I'm aware and already adjusting everything. This change was at least partially influenced by us. Thanks for the ping though! |
Have you had issues with that particular method for removing/re-adding a flashlight or IR attachment? I remember having a lot of trouble with that, but ended up settling on a solution that handled both of these edge cases:
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Given the engine doesn't stop flashlights from going through walls or terrain, could I suggest lowering the values on the DBAL illuminator. Meanwhile the illuminator on the DBAL in this PR seems to go several hundred meters A side effect of this as well seems to be that the illuminator completely washes out visibility of the target, making it mostly useless for anything closer than 150m |
That has to be the worst demonstration video I've ever seen, I assume the lighting conditions make it look so weak. Please check out literally any other IR illuminator demo video on YouTube. The DBAL-A3 is a bit rare, but you can compare it to the A2 (aka. AN/PEQ-15A), which has a more focused, but lower power illuminator (depends on the variant).
Just like the DBAL-A2, the A3 uses a diffused laser, not an LED light. The brightness depends on the variant, with the highest wattage ones being specified to illuminate up to 4000 m. I have of course toned that down. The SPIR, the IR flashlight that this PR introduces, does use an LED. It still has an impressive range.
Some washing out is normal and to be expected, but I "balanced" the intensity for ACE night vision. The color shade of your screenshot looks more like the bright green vanilla night vision. Which one are you using? Thank you for testing this and providing feedback, much appreciated. |
Ah, if it's a laser that makes a bit more sense. |
Somewhat related. |
I did a bit of messing around, looking to get an effect similar to the timestamped portion of this video but at a slightly lower power, so instead of that effect at 300yrds it's at 200m: https://youtu.be/y7-26aVB__Y Main difference is that it doesn't wash out whatever you're looking at, eg against the SPIR, SPIR Narrow (only difference to the original DBAL values is slightly longer throw) All the images and the video where done using the CSAT compact NVGs. I'm guessing but it looks like the original values where made to be used in full moonlight, because otherwise it is very over saturated |
A year later, what's the status on this ? |
seems to be working well on current arma in my opinion the flashlight is a bit strong edit:
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This can only be finished once the attenuation bug is fixed: https://feedback.bistudio.com/T170990 |
Oh and I have some unfinished commits that have adjusted values, with a high power and low power variant. Would appreciate if you could wait for that. |
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Pedantic but proper Markdown.
sections[] = {""}; | ||
skeletonName = ""; | ||
}; | ||
class irglow: Default {}; |
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Should this be prefixed?
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Yes! Maybe - I'll check.
Co-authored-by: jonpas <jonpas33@gmail.com>
Co-authored-by: jonpas <jonpas33@gmail.com>
Co-authored-by: jonpas <jonpas33@gmail.com>
Co-authored-by: jonpas <jonpas33@gmail.com>
Co-authored-by: jonpas <jonpas33@gmail.com>
Co-authored-by: jonpas <jonpas33@gmail.com>
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There's more. You get the idea.
When merged this pull request will:
Major todos:
Define AI behaviour (CBA statemachine?)