kremator 1065 Posted March 8, 2012 Varanon - something up with your mission then. Not noticed that at all. Share this post Link to post Share on other sites
maturin 12 Posted March 9, 2012 FFARs seem very marginally better. 60% still fall way short. Share this post Link to post Share on other sites
Varanon 892 Posted March 9, 2012 Varanon - something up with your mission then. Not noticed that at all. Well, the test missions I put on the CIT are basically just a mission.sqm with a few playable units on it, and a description.ext file. No script or anything else. I talked to a few people, and some others have observed it as well. Note also that it only happens to remote players, i.e. players connected via internet, not LAN. Share this post Link to post Share on other sites
cotabucky 10 Posted March 9, 2012 (edited) cotabucky not every soldier or team is found or attacked automatically-instantly by pilot/gunner in real - why should they do it in A2OA or break away from their current mission/role? Guess BIS could implement a "loiter" waypoint in A3 or test it within the next betabuilds. Meanwhile try doWatch, doTarget, doFire... ;) +1 That is probably true,But I still have hind 24v flying over known opfor infantry in the daylight NOT firing on them.They seem to take out the tanks but thats it.TRY IT.My buddy says when he tries it its fine.I think its the "GUARD" waypoint thats not doing what I want. Edited March 9, 2012 by cotabucky Share this post Link to post Share on other sites
jedra 11 Posted March 9, 2012 PvPscene wrote a couple of test missions with some useful 'knowsabout' output for situations when a helo approaches infantry - I can't find them anywhere - perhaps he could re-link to them so you can run a test more scientifically. I seem to remember that helicopters had to get quite close before spotting infantry - they usually needed one fly over before turning around and engaging. They DID engage though. Found it - it is in this thread. Share this post Link to post Share on other sites
cotabucky 10 Posted March 11, 2012 PvPscene wrote a couple of test missions with some useful 'knowsabout' output for situations when a helo approaches infantry - I can't find them anywhere - perhaps he could re-link to them so you can run a test more scientifically. I seem to remember that helicopters had to get quite close before spotting infantry - they usually needed one fly over before turning around and engaging. They DID engage though.Found it - it is in this thread. The thing thats wierd is they would just keep flying over even after all the ground troops were spotted(the ka52 and hind choppers).When using the Mi8 they lit em up every pass.Throwing abrams tanks without ammo got there attention though and all russian heli's attacked fiercly.Just the ground troops were being ignored a lot it seems.It may be something I'm missing but it didn't seem quite right.Seak and destroy did the same thing btw with settings to "no change".Tried other settings without luck. Share this post Link to post Share on other sites
jedra 11 Posted March 11, 2012 Is the same behaviour witnessed without the beta? If not then you might want to raise a CIT for this if you feel this is not the expected behaviour. I can't try it myself at the moment. Share this post Link to post Share on other sites
kremator 1065 Posted March 11, 2012 Interesting BUG here .... in the M1A1 Abrams if you (through a script) fill ALL positions, there are TWO troops that jump outside the tank! It seems that there are TWO DUMMY turret positions ! I wonder what they are for, as they server no purpose. Anyone else noticed this ? Share this post Link to post Share on other sites
SaOk 112 Posted March 11, 2012 (edited) I have been noticing that sometimes when NAPA soldiers (spawned with side WEST) join player team (US soldier) as members, one of them may begin to shoot player (without me shooting any friendlies before that). Dosent happen always, but sometimes. With allowdamage false for player, it continues often for long time. Cant reproduce that yet, but have someone else spotted similar bug? Also AI BRDM2 with ATGM (CDF) sometimes only shoot rocket at enemy vehicle when getting very near of the target (repro: just add the BRDM2 with guard waypoint over itself, enemy vehicle facing elsewhere and player revealing the target (with right mouse click) for the BRDM2). Edited March 11, 2012 by SaOk Share this post Link to post Share on other sites
NoRailgunner 0 Posted March 11, 2012 Please improve or make the new "look-where-player-steer" optional. Its kinda horrible to get in as driver and suddenly beeing stuck in steering wheel orientation or beeing stuck while driving. Happens without TrackIR, on veteran, changing controller keys doesn't help either. Share this post Link to post Share on other sites
OMAC 254 Posted March 11, 2012 (edited) Please improve or make the new "look-where-player-steer" optional. Its kinda horrible to get in as driver and suddenly beeing stuck in steering wheel orientation or beeing stuck while driving. Happens without TrackIR, on veteran, changing controller keys doesn't help either. I don't have this problem on Veteran w/o TrackIR, and am quite happy with the feature. However, I have noticed a very dramatic decline in the aiming accuracy of AI AT soldiers using RPGs compared to the last beta (89647): https://dev-heaven.net/issues/29310 Edited March 11, 2012 by OMAC Share this post Link to post Share on other sites
ericfr 0 Posted March 11, 2012 However, I have noticed a very dramatic decline in the aiming accuracy of AI AT soldiers using RPGs compared to 1.60 vanilla:https://dev-heaven.net/issues/29310 This is not a bug, it is an improvement. [88111] Fixed: Unguided rockets no longer explode When Passed by the target (https://dev-heaven.net/issues/27772) Before When AI soldier engages vehicle with RPG-7 and misses, the PG-7 explodes right beside that vehicle, fixed now RPG pass over or side and explode far away. Share this post Link to post Share on other sites
OMAC 254 Posted March 11, 2012 (edited) This is not a bug, it is an improvement. [88111] Fixed: Unguided rockets no longer explode When Passed by the target (https://dev-heaven.net/issues/27772) Before When AI soldier engages vehicle with RPG-7 and misses, the PG-7 explodes right beside that vehicle, fixed now RPG pass over or side and explode far away. This is another issue, new to this beta. RPG aiming in 89647 (and all since 88111 when the above improvement was implemented) is fine. Edited March 11, 2012 by OMAC Share this post Link to post Share on other sites
[aps]gnat 28 Posted March 12, 2012 Originally Posted by -=seany=-[89899] Fixed: Secondary gunner tracks enemies Does this only apply to helicopters? Or all vehicles? Land, air and sea? Seems to work for ships. Share this post Link to post Share on other sites
themaster303 22 Posted March 12, 2012 Please improve or make the new "look-where-player-steer" optional. Its kinda horrible to get in as driver and suddenly beeing stuck in steering wheel orientation or beeing stuck while driving. Happens without TrackIR, on veteran, changing controller keys doesn't help either. yeah it should be optional. or at least trackir users should be able to disable that. would be ok for me to do in the .cfg . i hope we trackir users can drive normal in the next beta ;) Share this post Link to post Share on other sites
sickboy 13 Posted March 12, 2012 yeah it should be optional. or at least trackir users should be able to disable that. would be ok for me to do in the .cfg . i hope we trackir users can drive normal in the next beta ;) Any ticket to vote on? Share this post Link to post Share on other sites
fraczek 4 Posted March 12, 2012 wrt the Javelin lock bug, could it have also affected AA launchers? It seems it is harder to get a lock-on with AA launchers on oncoming aircraft. I just replayed some missions from campaign on this beta, and in Coltan Blues in OA, after I get transported by chopper to the AA embankement to destroy oncoming opfor jets who would bomb Feruz Abad, I take an Igla or Strela from the crate, or if I have an Igla from the lone AA soldier back from the coltan mine, and I see the approaching opfor jets, I can't get an initial lock until they are well over my position and already releasing the bombs. Also, I seem to have an issue changing lock from one to the second one. It could be a simple realism issue, with Igla and Strela being hard to get frontal lock-on (reduced heat exhaust signature), but I am not sure. More testing with all launchers in the editor when I get time, to be sure :) Share this post Link to post Share on other sites
folgore_airborne 1 Posted March 14, 2012 (edited) I noticed two issues, but I am not sure if they have been introduced with this build -missions inside mod folders are not detected, while campaigns are. -completed usermade missions are not marked as accomplished in the scenarios list Edited March 14, 2012 by folgore_airborne Share this post Link to post Share on other sites
dukenukem. 12 Posted March 14, 2012 Updated ticket for Javelin issue:https://dev-heaven.net/issues/28865 thank you very much. Share this post Link to post Share on other sites
SaOk 112 Posted March 14, 2012 (edited) Have the AI changed lately? Feels like I am seeing slow following team-members more often now. In a night mission on Utes the team-members totally slowed to be stucked in about 40m radius area (with fence) for 15 minutes while I went after various tasks. Enemies and friendlies were standing only about 100-200m from each other without proper behaviour. They seemed to act like in danger, but didnt try to engage all the hostiles. With bugs like that time to time the AI commanding is really poor and slow. There really would need to be a way to command the team-members to follow more fluently without them slowing down for every target in 700m radius even when there is no much bullets flying. The danger detection could also be more local. Currently if any of the team-members is in enemy contact, the whole team acts that way even when the rest are in safe-zone mile away. Not very often used, but also if there is fighters (air) in infantry group. The land-units that have bigger team order number, try to follow the fighter running back and forth, totally out of leader's control. The same way an injured or stucked unit easily slow down the whole group. Edited March 14, 2012 by SaOk Share this post Link to post Share on other sites
Tonci87 163 Posted March 15, 2012 It has become awfully quiet in here.... Share this post Link to post Share on other sites
NoRailgunner 0 Posted March 15, 2012 Shhh, don't tell m'kay - BIS devs are working on a new project http://mthruf.files.wordpress.com/2012/03/job-fails-i-need-this-program-now.jpg Share this post Link to post Share on other sites
On_Sabbatical 11 Posted March 15, 2012 Product has reached its matuity step anyways xD Share this post Link to post Share on other sites
james2464 177 Posted March 17, 2012 It has become awfully quiet in here.... No doubt they are ramping up development on A3 as E3 is not too far away. Share this post Link to post Share on other sites
Tonci87 163 Posted March 17, 2012 Yeah I guess they have shifted focus from OA to TOH, CC and A3 Share this post Link to post Share on other sites