Shaman Posted February 15, 2006 Posted February 15, 2006 BUG #1 MLRS group attacks only if attack waypoint is the last waypoint in route. MLRS group will treat any attack waypoint with target as turning waypoint if there's another waypoint in route. Play attached example mission. Then play same mission again but remove last waypoint (WP2) BUG #2 MLRS group. If target at attack waypoint is set as coordinates or object then only one unit at a time will open fire (then when it is out of missiles, another one begins to fire). In real life all MLRS units in group open fire at the same time and after that they quickly move to another position (position change that can't be done in LockOn because of BUG#1) In LockOn proper behaviour (all units open fire at same time) MLRS group employs only in case when it is directed by AWACS, and enemy ground unit is in range. Play attached mission after you remove retreat waypoint: WP2 (due to BUG#1). You'll notice that only one unit fires at coordinates. When it's out of missiles, second unit opens fire, and so on. Now remove target coordinates, add american AWACS plane, and place russian ground unit inside MLRS range. Play mission again and you'll notice that all MLRS units in group open fire at the same time, utilizing proper MLRS tactics as they should.MLRS_bugs.rar 51PVO Founding member (DEC2007-) 100KIAP Founding member (DEC2018-) :: Shaman aka [100☭] Shamansky tail# 44 or 444 [sIGPIC][/sIGPIC] 100KIAP Regiment Early Warning & Control officer
Brit_Radar_Dude Posted February 15, 2006 Posted February 15, 2006 Old news shamandgg, it has always been like this buddy. Difference between Artillery and MLRS is that the Artillery can fire on the move (hence can handle several attack waypoints) but MLRS must stop so they can fire. No units in Lockon can stop and start again - hence the MLRS will ignore all attack waypoints except the last one. Your second point I believe is the difference between how Lockon fires at co-ords and targets. IMHO the Devs deliberately have co-ords fired at by only one at a time in the group so that the co-ord is fired at for as long as possible. Thus Mission designers can have steady constant firing to add colour to the mission. I tested these "group" related issues, I set up a group of three SAU Beregs, targeted at a ship. Only one of them (1 of 3) fires on the ship. If I add a 2nd ship target (a smaller ship so it will sink faster), then 2 Beregs fire, one at each ship. As soon as the smaller ship sinks, the 2nd Bereg (2 of 3) stops firing. Similar with 3 ships. Then I changed it so that the Bereg's were each in their own group (1 of 1), of course it takes longer in the Mission Editor to target each of these on the single ship target, but now they will all open fire on the ship. With two ship targets, they all fire at the first ship till it sinks, then all swap their fire to the second ship. There may have been differences introduced between v1.02 (which I have) and FC so whatever I say may be out of date. [sIGPIC][/sIGPIC] Sorry Death, you lose! It was Professor Plum....
Shaman Posted February 16, 2006 Author Posted February 16, 2006 FC 1.12 version here. And I hate that bug :( MLRS can do a constant fire in REAL, though it takes few minutes to reload it's missiles; usually they reload after they moved to new position. My point is that as mission designer I actually can't make an interesting mission because of many glitches like this. 51PVO Founding member (DEC2007-) 100KIAP Founding member (DEC2018-) :: Shaman aka [100☭] Shamansky tail# 44 or 444 [sIGPIC][/sIGPIC] 100KIAP Regiment Early Warning & Control officer
diveplane Posted February 16, 2006 Posted February 16, 2006 imagine the lag in constant fire mode ..... https://www.youtube.com/user/diveplane11 DCS Audio Modding.
Shaman Posted February 16, 2006 Author Posted February 16, 2006 imagine the lag in constant fire mode ..... You are wrong. It wouldn't be constant, but just several moments until the missiles are depleted. And tested it with AWACS (cuz only that way it works, both SP and MP mode) and it doesn't create big lag. See for yourself, instead of "imagining" Your lame signature creates more clutter then active MLRS, LOL. It seems you don't like the idea of ground AI being improved at all. Also if you don't like ground AI in your missions or in others multiplayer sessions because you are lagging out noone asks you to play them? So was your comment here actually necessary? I don't think so. 51PVO Founding member (DEC2007-) 100KIAP Founding member (DEC2018-) :: Shaman aka [100☭] Shamansky tail# 44 or 444 [sIGPIC][/sIGPIC] 100KIAP Regiment Early Warning & Control officer
diveplane Posted February 16, 2006 Posted February 16, 2006 Sorry got mad. Sometimes man do. I hate ignorance. :( Well, you know what I'm talking about. Remember the "..UBI.. thread?" :P Well everything affects FPS in this game (like in any other game), though the worst hit is when explosions ignite fire on the ground. Then flying over that place really gives an FPS hit. Anything else is bareable and I don't have a super computer. I usually make a group of 8-9 same artillery units. I'm finding this bug (AI ignoring attack waypoints) a really serious limitation :( Edit: I'm trying to find a workaround for this. Well you can make tanks engage other units on their route, but as far I rember they are still moving. MLRS has to stop to fire. I'm gettin seriously annoyed with this now. only stated that having constant fire from grounds would create lag i rekon....lockon runs not that great even on top line hardware, will be a while before we get lockon running full with all the ground units firing as well.... =imo fps hog atm this....last post here https://www.youtube.com/user/diveplane11 DCS Audio Modding.
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