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  #1  
Old July 21st, 2005, 01:16 PM

MacGalin MacGalin is offline
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Default A helo / atgm bug

I've encounetred a bug - sometimes, when firing ATGM from helicopter, enemy gets some opportunity fire before the launch. Then helo shoots... and after takin a shot it still has all of the missiles and still has free shot. Note - when firing, all other weapons on helo were disabled.
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  #2  
Old July 21st, 2005, 01:34 PM
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Default Re: A helo / atgm bug

what era and nation?
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Old July 24th, 2005, 06:41 AM

MacGalin MacGalin is offline
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Default Re: A helo / atgm bug

Poland (vs Germany), 1996. I don't have saves, unfortunately.
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Old July 24th, 2005, 11:39 AM
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Default Re: A helo / atgm bug

So which nations Helo fired the misslies and which helo was it?? It's the details that help us investigate these reports.

Don
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Old July 25th, 2005, 12:39 AM

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Default Re: A helo / atgm bug

i think i experienced that today playing USMC v Indonesia, Aug 2002, SuperCobra firing either Hellfire or TOW-2A (B?). I told heli to fire (on my turn), it just sat there (time passed like it was firing), then enemy took a shot at me, THEN my heli fired its ATGM. I didn't notice if it did or did not deduct the missle from unit inventory. I'll keep an eye out however.
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Old July 25th, 2005, 01:53 AM

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Default Re: A helo / atgm bug

I think at long ranges, it should be possible to OP fire at a unit firing an ATGM before the missile resolves. In fact, wasnt that the doctrine that the Israelis developed in '73 after their initial shock by the Egyptian ATGMs? IIRC, it was kind of an overwatch were one tank section covered while the other moved. If an ATGM was launched, the cover section would pour fire onto the launch position to try and kill/suppress or simply throw off the aim of the firer.

Something like that would be great to see. Also, I'd like to see a penalty applied to ATGM fire when a target is only glimpsed. Often if you are are 2000m or so and you break cover for just one hex, you can be zapped by ATGMs. In reality, it takes time for the missile to travel that distance (especially for the older models). If you could make it back into cover quickly enough, you should be able to avoid the missile. Obviously coding that exact sequence in the game would be impossible due to the way OP fire works and the turn structure. But instead, I'd like to see some sort of accuracy penalty applied vs moving targets at long range to simulate this effect. I just see too many 95%+ chances to hit from ATGMs at extreme range with no ability to dodge, return fire, or otherwise counter the incoming missile.

Anyways, that went a little OT I suppose, but at least it was ATGM related!
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Old August 17th, 2005, 07:51 PM

scJazz scJazz is offline
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Default Re: A helo / atgm bug

OK so I found the thread right on the main page! Silly me for using the search feature!

Attached is a scenario US vs RUS. A pair of Apaches for US and a BDRM platoon for RUS. Fairly wide open terrain. Also attached is a save from right after the bug occured. I tried several times last night and will try several more tonight to get a consistently repeatable bug. No joy. I did get the bug to occur 3 times though. Details follow...

1) Human vs Human Setup
2) Russian Units were never fired or moved by Human player.
3) Bug did occur at 1550m, 1550m, 1600m
4) Bug did not occur in tests beyond 2000m
5) Firing unit was B0 Apache in all tests
6) Best results seemed to be when Apache and a BRDM both saw each other during the turn???

A rough description of the repeats would go like this...
1) Advanced Apache until it sighted a BRDM
2) Pressed End Turn
3) Pressed End Turn for Russian
4) Selected Apache and took a shot
5) Took OpFire from the target before the ATGM launch
Attached Files
File Type: zip 374265-ATGM Test.zip (112.9 KB, 269 views)
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Old August 25th, 2005, 12:42 PM

scJazz scJazz is offline
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Default Repeatable Example of ATGM Bug

I've attached a save game & scenario that has a repeatable example of the ATGM Bug referred to in this and other threads.

Details
1) Open game
2) Start US Turn 1
3) Advance US unit B0 to 44,35
4) Increase altitude to high
5) Move back one hex to 43,35
6) Take OpFire from all 3 USSR BMPs
7) Turn around and sight all 3 USSR BMPs
8) End Turn US 1
9) Start Turn USSR 1
10) Check sight of all 3 BMPs to see if they all still have view on Apache B0. They do.
11) End Turn USSR 1
12) Start Turn US 2
13) Select B0 and fire on southern BMP
Bug occurs 3 out of 4 tests

The saved game that is attached is from the end of USSR Turn 1 Step 11.

Good Luck
Jazz
Attached Files
File Type: zip 375590-ATGM Bug.zip (112.6 KB, 250 views)
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  #9  
Old August 25th, 2005, 05:30 PM
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Mobhack Mobhack is offline
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Default Re: Repeatable Example of ATGM Bug

I think I have fixed this buglet already - will try to remeber to test against this scenario as a check though.

Cheers
Andy
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