FalcoGer Posted January 5, 2023 Posted January 5, 2023 When asking george to update the rocket quantity, he doesn't actually do it until the pilot also selects the rockets while he has rockets WAS-ed. This can create a scenario where the pilot assumes the rocket quantity is set to what was asked of george earlier and then using rockets when george is not on rockets himself using the old quantity setting. To reproduce: PLT WAS rocket George ask rocket QTY to ALL PLT De-WAS rocket Make sure no target is tracked Ask George to set rocket QTY to 1 Ask George to De-WAS to laser only WAS rockets yourself Press and hold trigger All rockets are fired despite george "setting rocket quantity to 1" Track attached. george_rocket_no_update.trk
ED Team Raptor9 Posted January 5, 2023 ED Team Posted January 5, 2023 The pilot's rocket QTY is only updated by the CPG selections when in COOP. If you de-action the rockets in the backseat prior to George changing the rocket QTY, he will only update his settings in the front seat. If you then tell him to de-action rockets, and then you action rockets yourself, you are entering non-COOP rocket mode in the backseat, and when you fire your rockets it will be based on what is on your WPN page (which was last set to ALL), not the CPG's being set to 1. Afterburners are for wussies...hang around the battlefield and dodge tracers like a man. DCS Rotor-Head
FalcoGer Posted January 5, 2023 Author Posted January 5, 2023 (edited) 2 hours ago, Raptor9 said: The pilot's rocket QTY is only updated by the CPG selections when in COOP. @Raptor9Could you please clarify whether that is a game design choice (in which case I think it should be changed) or a thing the real aircraft does (in which case that's fine)? Do you mean to say that, in the real aircraft, when the CPG sets in his rocket quantity, then that doesn't update the setting in the rear unless coop is selected? That seems like a strange design choice since gun salvo size is updated. If that's how it is though, I have no issues. Or to put it more clearly: In the real aircraft, if the copilot sets a rocket quantity, does that immediately affect the rear cockpit's setting or not? If the front pilot updating the rocket quantity does set the rear seat's quantity as well in the real aircraft, then I consider this a bug. If I ask my human CPG to set a rocket quantity, I would expect him to do that for me, even if I have no intention of using a COOP engagement at that time. Same with guns, just as I would expect him to set a direct-to waypoint for me even though he isn't going to fly there himself. If my CPG has nothing to do and I'm busy flying the aircraft, then I have no problem letting him set up the aircraft systems, update waypoints, clean up target points, set the altimeter, gun burst length, laser codes, and such. And rocket quantity is one of those things that I like to delegate because I'm busy flying, the CPG is idle and bored. And if I say, set up rocket salvo size of 2, then he does it for me, even though I won't be shooting rockets for another 30 minutes. Then when I do shoot my rockets, I expect things to work the way I asked for. That's how I see it. Thus him saying "Setting rocket quantity to X", and then when I shoot my rockets and it's not X, that's a bug. Edited January 5, 2023 by FalcoGer
ED Team Solution Raptor9 Posted January 5, 2023 ED Team Solution Posted January 5, 2023 2 hours ago, FalcoGer said: That seems like a strange design choice since gun salvo size is updated. The gun burst limit setting is supposed to be separate between cockpits as well. This is a known issue, just haven't gotten to it yet. But overall, some weapon settings are common between crew stations (like the backseater can change the LRFD settings for the frontseater), others are independent from each other, such as the rocket settings. COOP rocket mode is the only instance where the common/independent logic actually changes when COOP mode is entered/exited. Afterburners are for wussies...hang around the battlefield and dodge tracers like a man. DCS Rotor-Head
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