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Everything posted by Shadow KT
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Alright, I think I got lucky and was able to capture this bug, while testing some JSOW A behavior in high crosswinds. I guess the strong wind helped to remove the bug relative fast, but when the target gets destroyed, initially, there is the above mentioned bug, where there is a giant trail of smoke going across the ground SMOKE BUG.trk Not going to comment on the inconsistent JSOW A results
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New group placed defaults to Add Waypoint, instead of Edit.
Shadow KT replied to Shadow KT's topic in General Bugs
There was, around when group naming was changed as well... it was long time ago now. -
reported earlier Aircraft radar see through buildings and trees
Shadow KT replied to Mad_Shell's topic in General Bugs
This was reported long time ago, let me see if I can find the threads.... I remember uploading tracks, but it wasn't my own thread It also depends on the map -
solved EWR and getDetectedTargets()
Shadow KT replied to MBot's topic in Ground AI Bugs (Non-Combined Arms)
I feel your pain. -
This is what I got from your track: "No can do - We don't have this in stock" Fuel gauge does not move.
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When used at FARP, the ATZ-5 will give you a copy for refueling, but after a short period will respond with "Unable to comply". If you switch it with ATZ-10, everything works as intended. ATZ-5 Unable.trk
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Amazing stuff
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Yes, I do, thanks for asking.
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So, testing missile and ship capability, I stumbled upon this weird behavior. Track 1 shows them with Anti-Ship tasking enabled. They fire all their weapons, but the weapons behave weird. Most missiles (the ones, which went low immediately) just fly past the ships and some of them then go into a vertical climb, doing a loop and hitting the water. The ones launched high either do top down, JDAM style attack (not a pop-up) or fall short. Track 2 is with Anti-Ship disabled and an Attack Group task enabled. AI enters a circle pattern and never launches. Track 3 is the same setup, but aircraft are started a lot closer to the target. They fly a long way back and enter a never ending circle pattern. AI ANTISHIP 1.trk AI ANTISHIP 2.trk AI ANTISHIP 3.trk
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AI and Human controlled vehicles should have the same limitation. Can't have AI be driving at 5mph, because of a hill/forest, but a player zipping at 40mph at the same place. Same with damage... if vehicle is damaged to an extent where the AI can no longer use the weapons or move at a rate faster than 7mph, the same penalty should be applied to that unit if a player jumps in it. Currently, if you get damaged, while operating a vehicle, no speed penalty is implied, until you exit and re-enter the vehicle. There is no weapon penalties to player controlled vehicles. You can always operate your weapons in armored vehicle. (Radar can be disabled)
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I must be playing something else then.
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We have to figure out a way to reproduce it
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Oh, interesting... thanks for that insight. Sounds like that might be the plausible cause. If that is the case, it would be quite unfortunate, as that would limit the the usually hundreds of kilometers attack range of these ships, to as little as 40km. Not to mention that the ships do not react to other AI spotting for them. And you cannot use combined arms to attack areas with anti-ship missiles, for when for example a human controlled aircraft spots a target and relays to the tact.commander coordinated to fire his anti-ship missiles at.
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As the tittle says.... I have a flight of two, which I want to attack specific radars at specific points, but all they do is shoot at everything at the start of their flight, doing a couple of attacks, ignoring set actions and flight plan speed/altitude. They start at their designated speeds and altitudes, but after completing their free for all attacks, they dive to the ground. I've tried all ROE settings, none of them make a difference. AI SEAD.trk
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Ground units too accurate VS aerial targets
Shadow KT replied to schurem's topic in Aircraft AI Bugs (Non-Combined Arms)
Where are the tracks and videos ? -
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requested Mission Editor does not know how to sort sequential names.
Shadow KT replied to Shadow KT's topic in General Bugs
Maybe on Windows 2000/XP from 20 years ago, or earlier. This issues has been resolved in modern software long time ago, including windows, which knows how to order numbers by numerical value. -
New group placed defaults to Add Waypoint, instead of Edit.
Shadow KT posted a topic in General Bugs
I remember this got changed some time ago, but it seems like it has been reverted to Add for default, is this intentional ? -
So, if you have a 12 groups with the same name, i.e: MBT-1 to MBT-12, if you go and try to list the units by name, Groups which have 1 infront will show up on top, instead of by order. This means that MBT-1, MBT-10/11 and 12 will show up before 2, 3, 4, 5, etc. Same with Russian same units for example, i.e: SA-10, 11, 13, 15, 19 and then it will go to SA-2, 3, 6, 8 and 9.