SmokeyTheLung Posted October 4, 2012 Posted October 4, 2012 Got two items that might be bugs... First: HUD SPI submode. With the SPI set as IFFCC (in GUNS master-mode) the SPI is linked to the gun pipper. In the current build of world (using CM ammo) the SPI tracks the lower HEI dot instead of the AP dot in the center of the pipper. I figured that might be linked to that long squashed bug that had PAC tracking the HEI dot instead of the AP dot. This can be seen quite clearly at long slant ranges. Illustrated in track. Not really in the know on this one but it doesn't seem right Second: I've been having issues getting a lock on armed bunker (Russian bunker 2 in fortification list) units with mavericks. You can force correlate just fine but I can't get a normal lock Also illustrated in track Thanks in advance testersBUG TRACK 10_3_12.trk System specifications: Computer, joystick, DCS world, Beer
Eddie Posted October 4, 2012 Posted October 4, 2012 I'll add the first one to my "to do" list. As for the second, well it "might" be a bug if you look from a game design point of view, but from a realism point of view it's not really. It's why force correlate is there. ;) But I will take a look to make sure all is well.
SmokeyTheLung Posted October 4, 2012 Author Posted October 4, 2012 I'll add the first one to my "to do" list. As for the second, well it "might" be a bug if you look from a game design point of view, but from a realism point of view it's not really. It's why force correlate is there. ;) But I will take a look to make sure all is well. Thanks, As to the Maverick... The in game Mav will track much larger objects (such as static buildings) Also, Bunker 2 is a square bunker (compare to bunker 1 which is a camouflaged "organically" shaped object which incidentally you can lock with the Mav) with clearly defined edges. You know far more than I on the subject, but I'm afraid that a lot of objects would have to get looked at if your statement is correct. System specifications: Computer, joystick, DCS world, Beer
Eddie Posted October 4, 2012 Posted October 4, 2012 From a game design point of view, at the moment at least (and until we get realistic Mav/TGP lock & tracking logic) it is most likely a bug, any object should be lockable. But from a realism POV it would depend on the size of the object in the seeker FOV and how much contrast there is between it and the background. No contrast (ie well camouflaged) and you wouldn't get a centroid track. So, yes very likely a bug, but a bug that causes more realistic behaviour in some circumstances.
SmokeyTheLung Posted October 4, 2012 Author Posted October 4, 2012 Agreed System specifications: Computer, joystick, DCS world, Beer
SmokeyTheLung Posted October 4, 2012 Author Posted October 4, 2012 A good reference (a bit old though) as to what happens when the Maverick seeker attempts to lock a building @ 1:55 The tracking gate clearly can't expand enough. And the pilot(s) obviously didn't pickle System specifications: Computer, joystick, DCS world, Beer
SmokeyTheLung Posted February 28, 2013 Author Posted February 28, 2013 Bump :) Both issues are still present in 1.2.3. Also, a quick question for the experts: HUD SPI submode while using one of the consent to release options has the SPI collocated with the "actual" CCIP solution instead of the pipper in its pre-designate/out of solution state. Is that correct? System specifications: Computer, joystick, DCS world, Beer
Eddie Posted March 1, 2013 Posted March 1, 2013 Both still in the (very long) list of things to be fixed. I'll have to check, but my thought is no it's not correct.
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