|
|
|
Notices |
Do you own this game? Write a review and let others know how you like it.
|
|
December 5th, 2013, 05:35 PM
|
|
Corporal
|
|
Join Date: Aug 2006
Location: Russia, St.- Petersburg
Posts: 130
Thanks: 86
Thanked 22 Times in 20 Posts
|
|
SPAA "Tunguska" - all OOB - bug - gun no fire closer 1950 m in opponent turn
Turn opponent.
My SPAA "Tunguska" do not shoot the guns on helicopters enemy closer to 1950 meters.
I'm not talking about rockets, but about guns.
Closer to 1950 meters - a safe zone for enemy helicopters.
In my turn - SPAA "Tunguska" firing of the guns correctly at any distance.
|
December 5th, 2013, 05:49 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,490
Thanks: 3,960
Thanked 5,694 Times in 2,812 Posts
|
|
Re: SPAA "Tunguska" - all OOB - bug - no fire
One report does not make it a "bug", as you say, it fired just fine on your turn and there are a number of reason it might not fire on a reaction turn..........so how many turns did you observe it not fire under 39 hexes ?. Show me that it is a repeatable phenomena and I'll call it a bug too
Don
|
December 5th, 2013, 07:40 PM
|
|
Corporal
|
|
Join Date: Aug 2006
Location: Russia, St.- Petersburg
Posts: 130
Thanks: 86
Thanked 22 Times in 20 Posts
|
|
Re: SPAA "Tunguska" - all OOB - bug - no fire
Here test scenario.
Helicopters to move the Tunguska.
Start with the upper (northern).
You'll be surprised.
|
The Following User Says Thank You to EpoletovSPR For This Useful Post:
|
|
December 5th, 2013, 08:05 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,490
Thanks: 3,960
Thanked 5,694 Times in 2,812 Posts
|
|
Re: SPAA "Tunguska" - all OOB - bug - no fire
We'll look into it
Here's a little test you can try and save us some time
Edit the missiles used by the Tunguska ( w142 ) to sabot range 0 then re-run the tests with the missles turned off. If it fires that means the code is picking up the minimum range of the missiles and applying it to the unit as a whole
You could also try the test you have with the missile turned off..... if it fires the guns with the missle turned off that tells us what the problem is. I'm up to my ears in WW2 issues ATM and I think the storm in Scotland has shut Andy down
Last edited by DRG; December 5th, 2013 at 08:13 PM..
|
December 6th, 2013, 10:56 AM
|
Corporal
|
|
Join Date: Jun 2005
Location: HQ-RS, Kabul, Afghanistan
Posts: 167
Thanks: 63
Thanked 28 Times in 24 Posts
|
|
Re: SPAA "Tunguska" - all OOB - bug - no fire
I just had 2 apaches and an A-10 shot down by Tunguska at various ranges. Missiles, not the guns
|
December 6th, 2013, 05:27 PM
|
|
National Security Advisor
|
|
Join Date: Mar 2005
Location: Dundee
Posts: 5,956
Thanks: 465
Thanked 1,896 Times in 1,234 Posts
|
|
Re: SPAA "Tunguska" - all OOB - bug - no fire
the function that determines the longest ranged AAA weapon for use in the opportunity fire routines is not checking if the longer ranged one is turned off by the human player. So the inactive missile is used as the determinant, and fails on its minimum range check.
That code will need fixing.
Cheers
Andy
|
December 6th, 2013, 06:03 PM
|
|
National Security Advisor
|
|
Join Date: Mar 2005
Location: Dundee
Posts: 5,956
Thanks: 465
Thanked 1,896 Times in 1,234 Posts
|
|
Re: SPAA "Tunguska" - all OOB - bug - no fire
Reaction fire code now fixed.
The Tungaskas are no longer confused by the switched off missiles, and fire their AA guns happily.
Also I switched one of the missiles back on, and provided the helicopter targets exceed the minimum range the active missile was fired as well as guns.
(This problem would only occur with dual SAM+Gun AAA systems, if the SAM was turned off or inside its min range)
Andy
|
December 7th, 2013, 08:27 AM
|
|
Corporal
|
|
Join Date: Aug 2006
Location: Russia, St.- Petersburg
Posts: 130
Thanks: 86
Thanked 22 Times in 20 Posts
|
|
Re: SPAA "Tunguska" - all OOB - bug - no fire
Quote:
Originally Posted by DRG
Edit the missiles used by the Tunguska ( w142 ) to sabot range 0 then re-run the tests with the missles turned off. If it fires that means the code is picking up the minimum range of the missiles and applying it to the unit as a whole
|
Changed sabot range rockets (example weapon #142 for unit #406 SPAA 2S6 Tunguska-M of test scenario) 40 hex -->> 0 hex in OOB Editor.
Guns began to fire at any distance.
2 Mobhack: Off rockets in the slots does not affect the firing of guns. I checked.
|
The Following User Says Thank You to EpoletovSPR For This Useful Post:
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|