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Posted

It's completely kaputski, the Spit is wobbling and the enemy is behind me instead of in front, not seeing anything this bad on other modules.

"For many the glass is half empty whilst for others it is half full, but for some, the milk is sour." - Unknown French Philosopher

  • 1 month later...
Posted

Replays have been broken since I can remember.  When you play the replay, the AI is live in the replay which means it may or may not make the same flight path decisions as when you flew the original mission. It's gotten better over the years, but it is still broken.

  • Like 1
Posted

I remember a time when tracks were working. Can't tell how many years ago, must be a long time.

LeCuvier

Windows 10 Pro 64Bit | i7-4790 CPU |16 GB RAM|SSD System Disk|SSD Gaming Disk| MSI GTX-1080 Gaming 8 GB| Acer XB270HU | TM Warthog HOTAS | VKB Gladiator Pro | MongoosT-50 | MFG Crosswind Pedals | TrackIR 5

Posted (edited)
1 hour ago, Doughguy said:

atm they seem to work fine since a few updates.

there might be an oddshot here and there now.

retry with a new track  @T.Power

They won't work correctly, ever. They are not made to replay the exact sequence of events in a mission.

Edited by BarTzi
  • Like 2
Posted
11 hours ago, Doughguy said:

atm they seem to work fine since a few updates.

there might be an oddshot here and there now.

retry with a new track  @T.Power

Cannot confirm. Tried again yesterday with a dogfight I won. After a few turn "I" started firing into the blue sky, and very soon the bandit was behind me and killed me.

LeCuvier

Windows 10 Pro 64Bit | i7-4790 CPU |16 GB RAM|SSD System Disk|SSD Gaming Disk| MSI GTX-1080 Gaming 8 GB| Acer XB270HU | TM Warthog HOTAS | VKB Gladiator Pro | MongoosT-50 | MFG Crosswind Pedals | TrackIR 5

Posted (edited)
17 hours ago, Doughguy said:

So far my tracks are working fine. All i can say.

Tracks are, by definition, not an accurate recreation of the mission. Why? It's because when you play a track you run the mission again with your controller inputs. It means everything that is statistical or random (AI behaviours, flare effectiveness, the effectiveness of evasive manoeuvres, the point in time in which AI shoots at you) is calculated again. Your controller input was recorded in the original mission, which means it does no longer apply to the replay, as it's a completely new mission running again. For example: let's say that at some point in time in the mission you get shot at, and try to avoid getting hit. In the track, nothing guarantees that you will be shot at, since the AI treats it as a completely new mission (yes- your inputs will still be the same as the original mission) . The AI might shoot at you a second earlier, a second later or never shoot you at all, which makes whatever attempt you make to avoid futile. 

There was never a point in which an air to air engagement track (vs AI) for example, worked fine. Some people claim that the server's track is more accurate, but I beg to differ. 

It might be called a replay in the main menu, but it was made to reproduce bugs in a controlled environment (short tracks, recorded in SP, to be sent to the devs). 

 

Edited by BarTzi
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