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Posted (edited)

Summary

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Under certain conditions in multiplayer games (100% reproducible) missiles will take significantly different flight paths in the game of the attacker compared to the game of the defender.

 

In the tests we performed I was hosting and =RvE=Bilbo was the client - but the missile discrepancy occurred based only on who was shooting and who was receiving.

 

We do not use any missile mods. Bilbo confirmed the discrepancy from his end.

 

 

Reproducing

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Attacker will be at 15.000 ft

Defender will be at 10.000 ft

 

Amraam 120C is fired at about 6-7 nm

Defender will chaff + perform Split S then break into notch

 

 

IF the missile loses lock

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Defender will see the missile flying into ground

Attacker will see the missile turning up and flying towards the horizon (through a chaff cloud)

 

This will probably mean different re-acquisition behavior attacker vs defender and even more so in a multiplayer environment with more than 2 planes - other planes could be acquired and targeted with inconsistent results.

 

 

Desired behavior

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Same missile flight path visible for attacker and defender's games :).

FYI: In single player, the missile turns up to the horizon and the chaff cloud.

 

 

Tacview tracks

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Bilbos tacview track

Yodas tacview track

 

01:30 - I am attacker, Bilbo is defender

03:30 - I am attacker, Bilbo is defender

 

13:30 - Bilbo is attacker, I am defender

16:10 - Bilbo is attacker, I am defender

 

.

Edited by =RvE=Yoda

S = SPARSE(m,n) abbreviates SPARSE([],[],[],m,n,0). This generates the ultimate sparse matrix, an m-by-n all zero matrix. - Matlab help on 'sparse'

Posted

Could you test it only between clients?

 

Maybe the discrepancy is between the host and the clients. Could you try host a mission and let two clients fight each other?

" You must think in russian.."

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