[FIXED B1115.8] v1115.7 Terrain Following issue

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kylania
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[FIXED B1115.8] v1115.7 Terrain Following issue

Post by kylania »

After the manual 1115.7 patch applied to Steam (still hasn't loaded via Steam for me) strike missions finally respect transit/station speeds and altitudes but only after you toggle the 'Terrain Following' checkbox on the manual Throttle & Altitude panel. Example would be the Recon mission for Strike Tutorial 3: Complex Strike. If you load the save and let it run you'll see the Su-24MR Fencer E runs at 480kts at 12,000 ft. As it approaches the first RP of it's mission it'll engage Afterburners and speed up to 680kts as expected, however it'll stay at 12,000 ft. If you reload the save and as soon as it starts to speed up you uncheck the Terrain Following checkbox under the Throttle & Altitude panel it'll recheck the box itself and the unit will start it's expected dive down to 500 ft AGL.
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Dimitris
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RE: v1115.7 Terrain Following issue

Post by Dimitris »

Thank you, this is useful! We'll take a look.
mavfin
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RE: v1115.7 Terrain Following issue

Post by mavfin »

ORIGINAL: Dimitris

Thank you, this is useful! We'll take a look.
A note: Strike missions are doing all kinds of wonky things...but if you set up a ASuW or SEAD patrol in range of the targets, and you don't need to pick out specific targets...it works wonderfully. Just set an attack height to match the weapons' release limits, and you're golden. So, the code knows what to do...but the strike mission code isn't connecting with it or something.

It's just the strike missions that don't give you any choice of altitudes or anything of that sort that go all wonky sometimes, still. However, it has to be a strike mission to pick out specific targets...

I had three strike mission groups last night, in two different scenarios, with a specific target (a SAM site in each case), and in each case, it ended up attacking one at about 1000 feet AGL, and the other group member at 36000 feet. Pic attached from Tacview. Pretty weird.





Image
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--Mav
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Asparagin
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RE: v1115.7 Terrain Following issue

Post by Asparagin »

Confirm this behavior. I thought first it´s the strike tutorial missions, but apparently mavfin has also seen it elsewhere.
mavfin
Posts: 274
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RE: v1115.7 Terrain Following issue

Post by mavfin »

ORIGINAL: Asparagin

Confirm this behavior. I thought first it´s the strike tutorial missions, but apparently mavfin has also seen it elsewhere.
The one in the pic was the original Basic Air Operations, 1983 tutorial from CMANO. Works just fine in CMANO, but if you run it in CMO I can get the above result in DB3000 478 (last CMANO DB) or in 480, highest current CMO DB.

I can confirm it in other strike mission scenarios, though. I used this because I know what to expect to see, etc. Great for testing.

--Mav
Dimitris
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RE: v1115.7 Terrain Following issue

Post by Dimitris »

All,

We have prepared a new test build (B1115.7.1) which _should_ resolve remaining waypoint altitude-related issues (incl. terrain following). See attachment. To use just unzip to your installation folder (overwrite existing Command.exe).

Please give it a go and let us know. Thanks!
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Command.zip
(5.96 MiB) Downloaded 97 times
boogabooga
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RE: v1115.7 Terrain Following issue

Post by boogabooga »

Much better!
The boogabooga doctrine for CMO: Any intentional human intervention needs to be able to completely and reliably over-ride anything that the AI is doing at any time.
kylania
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RE: v1115.7 Terrain Following issue

Post by kylania »

Mission worked as expected with the 1115.7.1 build!
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Asparagin
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RE: v1115.7 Terrain Following issue

Post by Asparagin »

Can confirm that in a patrol mission transit and station altitude was adjusted as planed.

Best regards,
A
mavfin
Posts: 274
Joined: Tue Jun 22, 2010 5:22 pm

RE: v1115.7 Terrain Following issue

Post by mavfin »

ORIGINAL: Dimitris

All,

We have prepared a new test build (B1115.7.1) which _should_ resolve remaining waypoint altitude-related issues (incl. terrain following). See attachment. To use just unzip to your installation folder (overwrite existing Command.exe).

Please give it a go and let us know. Thanks!
Will check it out after work. Thanks!
--Mav
Tiramisu
Posts: 65
Joined: Fri Nov 23, 2018 8:57 pm

RE: v1115.7 Terrain Following issue

Post by Tiramisu »

B1115.7.1 is really good, although I am experiencing a new bug that makes all units vanish from the map, once I have reloaded a save file. I have to restart CMO in order to open save files properly again.
duelok11
Posts: 62
Joined: Sun Oct 21, 2018 4:31 pm

RE: v1115.7 Terrain Following issue

Post by duelok11 »

ORIGINAL: Dimitris

All,

We have prepared a new test build (B1115.7.1) which _should_ resolve remaining waypoint altitude-related issues (incl. terrain following). See attachment. To use just unzip to your installation folder (overwrite existing Command.exe).

Please give it a go and let us know. Thanks!

It now works perfectly!
Dimitris
Posts: 15367
Joined: Sun Jul 31, 2005 10:29 am
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RE: v1115.7 Terrain Following issue

Post by Dimitris »

ORIGINAL: Tiramisu
B1115.7.1 is really good, although I am experiencing a new bug that makes all units vanish from the map, once I have reloaded a save file. I have to restart CMO in order to open save files properly again.

Can you please elaborate on this, and if possible provide a detailed step-by-step for reproducing it? Preferably on a new thread? Thanks!
Tiramisu
Posts: 65
Joined: Fri Nov 23, 2018 8:57 pm

RE: v1115.7 Terrain Following issue

Post by Tiramisu »

ORIGINAL: Dimitris

Can you please elaborate on this, and if possible provide a detailed step-by-step for reproducing it? Preferably on a new thread? Thanks!

I was not able to reproduce it, but I will try to keep the save file for the next time to report it, once this bug happens again.
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