MBot Posted March 26, 2022 Share Posted March 26, 2022 It is an old issue, but Jester keeps calling out o'clock positions on killed bandits. Jester is aware when a bandit gets killed as apparent by giving out splash calls. When Jester logs such a splashed bandit, it should be excluded from any further position calls. 4 Link to comment Share on other sites More sharing options...
DoorMouse Posted March 28, 2022 Share Posted March 28, 2022 Yes I can confirm this has happened lately too. It took me a while to realize what is happening. Link to comment Share on other sites More sharing options...
HeavyGun1450 Posted March 30, 2022 Share Posted March 30, 2022 Yep this is definitely happening after a bandit gets splashed, really annoying Link to comment Share on other sites More sharing options...
Gun Jam Posted March 31, 2022 Share Posted March 31, 2022 This is like a year+ old topic... but yep still relevant! Link to comment Share on other sites More sharing options...
MBot Posted September 2, 2022 Author Share Posted September 2, 2022 Just wanted to push this one up again. Whenever Jester is making a splash call, couldn't the target ID be put in a lookup table and these IDs then be excluded from any calculations that put Jester into a combat-state (i.e. bandit position and own speed calls). Link to comment Share on other sites More sharing options...
IronMike Posted September 2, 2022 Share Posted September 2, 2022 (edited) 2 hours ago, MBot said: Just wanted to push this one up again. Whenever Jester is making a splash call, couldn't the target ID be put in a lookup table and these IDs then be excluded from any calculations that put Jester into a combat-state (i.e. bandit position and own speed calls). The issue is simply that splash =/ kill. It is basically missile hit, which in DCS can or cannot result in a kill (ofc though it usually does). So DCS basically takes the state of "dead" when the thing is exploded or wrecked or by some other parameter deamed "not recoverable". It's something we can look into in the course of the Jester overhaul, if we cannot improve it. I agree it is a bit daft, but currently simply a limitation of Jester and DCS. The complaint would be as valid if we did it the other way around, that splash counts as a kill, and then Jester stops paying attention to a targat that is still flying, or worse even fighting. Edited September 2, 2022 by IronMike 1 Heatblur Simulations Please feel free to contact me anytime, either via PM here, on the forums, or via email through the contact form on our homepage. http://www.heatblur.com/ https://www.facebook.com/heatblur/ Link to comment Share on other sites More sharing options...
MBot Posted September 2, 2022 Author Share Posted September 2, 2022 (edited) 2 hours ago, IronMike said: The issue is simply that splash =/ kill. It is basically missile hit, which in DCS can or cannot result in a kill (ofc though it usually does). So DCS basically takes the state of "dead" when the thing is exploded or wrecked or by some other parameter deamed "not recoverable". It's something we can look into in the course of the Jester overhaul, if we cannot improve it. I agree it is a bit daft, but currently simply a limitation of Jester and DCS. The complaint would be as valid if we did it the other way around, that splash counts as a kill, and then Jester stops paying attention to a targat that is still flying, or worse even fighting. I may have been a little imprecise with the term splash. In addition to the splash call (when a missile hits), Jester is also making kill calls ("Bandit is going down"). These are clearly linked to the unit "dead" state that is logged by the game. So Jester is aware when bandit is killed. As such it should be very easy to exclude own-speed and position calls on bandits which are logged by the game as dead (and which Jester has already called out as dead). Frankly this seems more like a simple bug to me rather than a Jester improvement. Edited September 2, 2022 by MBot Link to comment Share on other sites More sharing options...
IronMike Posted September 2, 2022 Share Posted September 2, 2022 8 minutes ago, MBot said: I may have been a little imprecise with the term splash. In addition to the splash call (when a missile hits), Jester is also making kill calls ("Bandit is going down"). These are clearly linked to the unit "dead" state that is logged by the game. So Jester is aware when bandit is killed. As such it should be very easy to exclude own-speed and position calls on bandits which are logged by the game as dead (and which Jester has already called out as dead). Frankly this seems more like a simple bug to me rather than a Jester improvement. Oh you mean, he is calling out bandits after giving the "going down" message? Yeah, that shouldn't be. Heatblur Simulations Please feel free to contact me anytime, either via PM here, on the forums, or via email through the contact form on our homepage. http://www.heatblur.com/ https://www.facebook.com/heatblur/ Link to comment Share on other sites More sharing options...
MBot Posted September 2, 2022 Author Share Posted September 2, 2022 Just now, IronMike said: Oh you mean, he is calling out bandits after giving the "going down" message? Yeah, that shouldn't be. Yes, that is exactly the problem. Link to comment Share on other sites More sharing options...
lunaticfringe Posted September 2, 2022 Share Posted September 2, 2022 Is there a chute where he's calling the bandit? Link to comment Share on other sites More sharing options...
MBot Posted July 8, 2023 Author Share Posted July 8, 2023 Just a little heads up, this is still a problem. 1 Link to comment Share on other sites More sharing options...
Bunzy Posted September 13, 2023 Share Posted September 13, 2023 Just another Bump as this issue is still ongoing. 2 1 Link to comment Share on other sites More sharing options...
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