akd42 10 Posted August 26, 2010 (edited) 1. When turning out from commander view in armored vehicles, the viewpoint gets stuck on a fixed-position, zoomable view with the current sensor (daylight/nvs/thermal) applied. You can cycle through vision modes and a rangefinding reading is displayed. You can only get out of this stuck view by switching to external view and back. Oddly enough, every once in a while it doesn't happen. Tested with Warrior and M1A2 Tusk. 2. Selecting 1800m zero on the Jackal GMGs returns the zero to 100m. 3. Tripod-mounted GMGs don't have an option to select zero, as with the Jackal-mounted GMGs. 4. Vehicle- and tripod-mounted L111A1 (M2HB) and M621 (Lynx 20mm) are using the M240 firing sound. And all M240s co-ax and otherwise, except the new L7A2 mini-tripod, are using the same firing sound. I noted that with the Jackal HMG, this is true for the player firing, but not the AI. L7A2 GPMG mini-tripod is using 7.62 Russian ammo/tracers and PK firing sound. 5. I seem to have lost all automatic cannon impact sounds (tested Wildcat 20mm, Warrior CTWS, Bradley 25mm, and Apache 30mm). Edit: not sure on the Wildcat 20mm now. Seems it does have a very quiet explosion sound. 6. Switching firing mode (single/full) on the L85A2 AWS also switches optics mode, but only after the first time you switch from NV to thermal mode. The Qioptiq Kite depicted on the rifle is an image intensification sight and should have night and day-filtered modes, not night and thermal modes. 7. Laser rangefinder reading displayed in open air gunner view of Stryker MC. 8. L85A2 AWS 800m zero is way off (to the high side). 9. L110a1 (British M249 SAW) has strange behavior and is not in line with the near identical US Army SAW. Prone recoil is okay, although it seems to have an excessive downward component at the end of firing. Crouched and standing recoil pulls the gun very strongly upward and right in a way that is impossible to control, but only if you are not moving. Several problems here: A heavier gun firing the same cartridge as a lighter gun should not have more recoil, yet compare the L110A1 crouched/standing to the M4A3 on full auto in the same positions. Identical US M249 SAW does not show the same behavior. The very pronounced upward component goes away if you are simultaneously moving while crouched/standing, with the gun behaving more like the M249 fired standing still crouched/standing. 10. CRV7-HEDP has little to no area effect. It seems to only have effect with a direct hit to a vehicle/object, and only on that target. HEDP warhead should have a blast radius of 10m with potential lethality from fragments to 55m. It is the same warhead and should have the same effect as the US Hydra rockets in the game. CRV7-PG seems to have same performance. On the other hand, CRV7-FAT is devastating against infantry in the open, which is also wrong. FAT is Flechette Anti-Tank and contains 5 solid penetrator flechettes. It should not be an effective area weapon against soft targets due to low density of projectiles. Perhaps the effects are simply switched, or perhaps the devs actually intended FAT to be GPF (General Purpose Flechette) rounds, which contain 80 flechettes and are very effective against area soft targets. Regardless, HEDP is broken. 11. Gunner/pilot command and targeting systems on the Wildcat are all screwed up and impossible to use effectively. For starters, pilot can magically self-designate and guide the CRV7-PG rockets all on his own, leaving the gunner just along for the ride. If gunner is also commander, controlling pilot engagement is a nightmare. Whenever the LD is active and acquired, pilot will fire rockets continuously, but will also move about wildly, causing the LD to swing off targets and rockets to spray all over the place. Control of the PG munitions needs to be taken away from the pilot and given to the gunner. Pilot should have unguided control of rockets when switching to manual fire. Pilot should always have control of cannon and should move to engage with cannon if given a target. Gunner should be able to laser designate any point, fire a single rocket and have it guide to target on the LD point actively controlled by the gunner. Ideally, LD point would also lock camera to that spot on the ground so targets can be engaged while the helicopter is moving. 12. CRV7 rockets have barely audible firing sound on the Apache AH1 (Wildcat is normal). 13. AS50 and AS50 TWS have both semi-automatic and full-automatic modes. The AS50 is a semi-automatic rifle and should not have a full auto option. I have a Combined Ops CD installation. I uninstalled the beta, then installed 1.54 patch downloaded from Armaholic, then installed BAF downloaded from Sprocket during which I didn't receive any errors that stopped the install process (I didn't watch it install). Edited August 31, 2010 by akd42 Share this post Link to post Share on other sites
soul_assassin 1750 Posted August 26, 2010 In Chinook cockpit view you can't see the aerial antennas on the nose of the chopper that are visible in the exterior view Share this post Link to post Share on other sites
Xerxes-17 10 Posted August 27, 2010 The blast radius on the Warrior 2 autocannon HE rounds seems a bit high. Esp compared to all other compareable weapons. Share this post Link to post Share on other sites
Spike 21 0 Posted August 27, 2010 Ai with you,when you get to far away he lays on the ground and won't move again.This game would be great if they get the AI working right.. Share this post Link to post Share on other sites
nedley 10 Posted August 27, 2010 Ai with you,when you get to far away he lays on the ground and won't move again.This game would be great if they get the AI working right.. I have noticed this. While I was running BAF content, I had AI in a vehicle behind me (KSK misc in an SUV), whilst me and another player (multiplayer) were in our vehicle 50 meters ahead. We eventually lost sight of the AI, and it had appeared they had disembarked their vehicle without orders (may have crashed, not sure). By this stage they were 400 meters away, and any move, return to formation or individual move orders did not make them get up off the ground and move whatsoever. 2 hours later I returned to that spot, to see the vehicle running, with no damage, and all AI lying on the floor. ---------- Post added at 11:37 AM ---------- Previous post was at 11:33 AM ---------- Also, firing the NLAW (Anti-tank launcher) without a suitable lock on flat or sloping +/- ground causes the projectile to hit the ground 10 meters away. Even when firing/aiming considerably higher than horizon. Share this post Link to post Share on other sites
pauliesss 2 Posted August 27, 2010 akd42: don´t forget to report these bugs on bug-tracker: http://dev-heaven.net/projects/cis/issues Share this post Link to post Share on other sites
nedley 10 Posted August 27, 2010 Thread needs consolidating with this one opened in the 'General' section of the forums. Share this post Link to post Share on other sites
akd42 10 Posted August 27, 2010 (edited) The blast radius on the Warrior 2 autocannon HE rounds seems a bit high. Esp compared to all other compareable weapons. Perhaps they gave it 120mm HESH as a consolation prize for not getting the Challenger 2. :) akd42: don´t forget to report these bugs on bug-tracker:http://dev-heaven.net/projects/cis/issues If someone can confirm each one, I will do so. Thread needs consolidating with this one opened in the 'General' section of the forums. If bug reports need consolidating, shouldn't be here in the troubleshooting forum? I don't care either way, but that is up to the mods. Edited August 27, 2010 by akd42 Share this post Link to post Share on other sites
akd42 10 Posted August 28, 2010 Added the following: 7. Laser rangefinder reading displayed in open air gunner view of Stryker MC. Come on people. Not one person can take the time to confirm any of these? Share this post Link to post Share on other sites
gossamersolid 155 Posted August 28, 2010 Only thing I really noticed is the reloading animations for the brit guns how goofy it looks, but I fire from first person so I don't notice. Share this post Link to post Share on other sites
akd42 10 Posted August 28, 2010 Not really a bug. They just didn't give them new animations for bullpup rifles. ---------- Post added at 11:34 PM ---------- Previous post was at 10:36 PM ---------- 2 more to add: 8. L85A2 AWS 800m zero is way off (to the high side). 9. L110a1 (British M249 SAW) has strange behavior and is not in line with the near identical US Army SAW. Prone recoil is okay, although it seems to have an excessive downward component at the end of firing. Crouched and standing recoil pulls the gun very strongly upward and right in a way that is impossible to control, but only if you are not moving. Several problems here: A heavier gun firing the same cartridge as a lighter gun should not have more recoil, yet compare the L110A1 crouched/standing to the M4A3 on full auto in the same positions. Identical US M249 SAW does not show the same behavior. The very pronounced upward component goes away if you are simultaneously moving while crouched/standing, with the gun behaving more like the M249 fired standing still crouched/standing. Share this post Link to post Share on other sites
fatty86 10 Posted August 28, 2010 Able to confirm 2-5. The cannon sounds still have an impact sound, but it's the same as regular bullet impacts - no explosion sounds. Share this post Link to post Share on other sites
akd42 10 Posted August 30, 2010 (edited) Added three more: 10. CRV7-HEDP has little to no area effect. It seems to only have effect with a direct hit to a vehicle/object, and only on that target. HEDP warhead should have a blast radius of 10m with potential lethality from fragments to 55m. CRV7-PG seems to have same performance. On the other hand, CRV7-FAT is devastating against infantry in the open, which is also wrong. FAT is Flechette Anti-Tank and contains 5 solid penetrator flechettes. It should not be an effective area weapon against soft targets due to low density of projectiles. Perhaps the effects are simply switched, or perhaps the devs actually intended FAT to be GPF (General Purpose Flechette) rounds, which contain 80 flechettes and are very effective against area soft targets. Regardless, HEDP is broken. 11. Gunner/pilot command and targeting systems on the Wildcat are all screwed up and impossible to use effectively. For starters, pilot can magically self-designate and guide the CRV7-PG rockets all on his own, leaving the gunner just along for the ride. If gunner is also commander, controlling pilot engagement is a nightmare. Whenever the LD is active and acquired, pilot will fire rockets continuously, but will also move about wildly, causing the LD to swing off targets and rockets to spray all over the place. Control of the PG munitions needs to be taken away from the pilot and given to the gunner. Pilot should have unguided control of rockets when switching to manual fire. Pilot should always have control of cannon and should move to engage with cannon if given a target. Gunner should be able to laser designate any point, fire a single rocket and have it guide to target on the LD point actively controlled by the gunner. Ideally, LD point would also lock camera to that spot on the ground so targets can be engaged while the helicopter is moving. 12. CRV7 rockets have barely audible firing sound on the Apache AH1 (Wildcat is normal). Edited August 30, 2010 by akd42 Share this post Link to post Share on other sites
akd42 10 Posted August 31, 2010 Updated #4 with the following: L7A2 GPMG mini-tripod is using 7.62 Russian ammo/tracers and PK firing sound. Should be able to start creating tickets for these tomorrow. Share this post Link to post Share on other sites
skyman 10 Posted August 31, 2010 When playing as pilot of the AH11 Wildcat and try the manual gunner option, the game crashes to desktop. Share this post Link to post Share on other sites
akd42 10 Posted August 31, 2010 (edited) Haven't experienced that skyman, as I don't have a manual fire option as the Wildcat pilot. Wildcat pilot has sole control over the weapons (see bug above). Anyways, I will need you all to help me with these. Resetting my password has apparently failed, so I cannot login at devheaven to create tickets for these bugs. If you are interested in seeing them corrected, please create a ticket and provide a link here so I don't duplicate them if I can regain access at some point. So...is there a bug tracker for the bug tracker? Who should I contact for help with my account there? Edited August 31, 2010 by akd42 Share this post Link to post Share on other sites
Stagler 39 Posted August 31, 2010 Does anybody have a bug with the artillery computer and british units. When calling in a fire mission does it say a string e.g "STR_blahblahblah". Share this post Link to post Share on other sites
akd42 10 Posted August 31, 2010 Does anybody have a bug with the artillery computer and british units. When calling in a fire mission does it say a string e.g "STR_blahblahblah". Just tried a BAF rifleman in a US M252 and had no problem. Share this post Link to post Share on other sites
akd42 10 Posted August 31, 2010 Uptaded #6 with the following: The Qioptiq Kite depicted on the rifle is an image intensification sight and should have night and day-filtered modes, not night and thermal modes. And added this: 13. AS50 and AS50 TWS have both semi-automatic and full-automatic modes. The AS50 is a semi-automatic rifle and should not have a full auto option. Share this post Link to post Share on other sites