Parked planes continuously spot distant units/structures

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ShelLuser
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Parked planes continuously spot distant units/structures

Post by ShelLuser »

Hi gang!

For the record: I'm well aware of what's causing all this and also found ways around it, the reason I'm reporting is because I get the impression that this is still a glitch and unwanted behavior.

The setup

I have 2 sides: NL (Netherlands) and the US (guess); NL is friendly towards the US whereas said US is neutral towards NL. Nothing much got customized other than setting NL to "computer only" and increasing the US proficiency by one nudge.

As NL I placed a few structures: 2 one-piece airports ('general') each accompanied by a radar and SAM site. I looked up the last two in the database and made sure that these were officially part of the Dutch' military assets. All settings such as EMCON and RoE / doctrines have been left alone. The only setting I specifically changed was auto-detection: this is turned off for all structures in the south, and left on for those up north.

Then I switched to US and added 4 aircraft to the one-piece (NL) airport. Four cool F14 Tomcat's :)

But as soon as I start up this scenario the game starts to glitch: the effective range indicator of both SAM sites starts blinking, and it also displays a number next to it. This is caused by the 4 aircraft which I think makes no sense at all, considering that these are parked and such. Not to mention that the northern area is way out of range for the passive sensors.

To make sure I added a 3rd side; "Germany". Left it neutral and set up 2 structures in Berlin. Then switched back to US and sure enough: even this gets insta-discovered.

As I'm writing this I figured I should at least try to rule out the possibility of some rogue game settings which I might have changed without fully understanding them, so I temporarily moved my .ini files out of the way (config subfolder) and tried again: exact same result.


What do you make of all this?
Attachments
Plane glitch scenario.zip
(19.58 KiB) Downloaded 10 times
thewood1
Posts: 10043
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: Parked planes continuously spot distant units/structures

Post by thewood1 »

Can you explain why you think the aircraft are causing the issue? To me it looks like its an issue around the neutral/friendly posture mix of the three sides, with a little auto detection thrown in.

In fact, I removed the airfields and the pulsing continues. I'm going to rebuild it from scratch and see what happens.

Built from scratch with no units on the US side and no German side and same behavior. I also had no airfields. When I switched the postures to anything but neutral, no pulsing. So the only conclusion I can draw right now is it has something to do with neutral side and autodetect.

I tried one last thing and added some neutral autodetect units to a scenario I'm building and didn't have the issue so not sure what is causing it.
thewood1
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Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: Parked planes continuously spot distant units/structures

Post by thewood1 »

Built it completely from scratch.

If both sides are neutral, no units on side B, auto-detectable units on side A...no issues.

When I switch to side A friendly to side B, it starts pulsing.

It only happens with auto-detectable units. Nothing to do with any aircraft.
Attachments
Pulsing Test v1.zip
(6.62 KiB) Downloaded 8 times
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ShelLuser
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Re: Parked planes continuously spot distant units/structures

Post by ShelLuser »

Appreciate the feedback, and thanks for testing! You're right indeed... the aircraft aren't the cause. I discovered that once the blinking happens you can get that to turn off, but you're also in a somewhat inconsitant state it seems.

But this is also not solely tied into auto-detectable units either it seems because this happens either way.

Basically....
  • Start a new scenario.
  • Add 2 sides: US and NL.
  • Change the posture for NL towards the US to Friendly.
  • Double click NL to set the used side.
  • Add a single-unit airfield; in my example this is #1710.
  • Start the clock, switch sides, now watch the airfield unit blink.
Either way, this doesn't seem like intended behavior to me.

Thanks again!
Raptorx7_slith
Posts: 694
Joined: Fri Jul 26, 2013 10:14 pm

Re: Parked planes continuously spot distant units/structures

Post by Raptorx7_slith »

ShelLuser wrote: Wed Nov 29, 2023 9:03 pm Appreciate the feedback, and thanks for testing! You're right indeed... the aircraft aren't the cause. I discovered that once the blinking happens you can get that to turn off, but you're also in a somewhat inconsitant state it seems.

But this is also not solely tied into auto-detectable units either it seems because this happens either way.

Basically....
  • Start a new scenario.
  • Add 2 sides: US and NL.
  • Change the posture for NL towards the US to Friendly.
  • Double click NL to set the used side.
  • Add a single-unit airfield; in my example this is #1710.
  • Start the clock, switch sides, now watch the airfield unit blink.
Either way, this doesn't seem like intended behavior to me.

Thanks again!
I'm having trouble reproducing this, can you post this exact scenario you just described?
Quark73
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Location: Baltic Coast

Re: Parked planes continuously spot distant units/structures

Post by Quark73 »

Is it possible that "God's eye" mode is switched on for one side?
thewood1
Posts: 10043
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: Parked planes continuously spot distant units/structures

Post by thewood1 »

No. If you open the scenario, you'll see the pulsing from the US side.
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ShelLuser
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Re: Parked planes continuously spot distant units/structures

Post by ShelLuser »

Raptorx7_slith wrote: Thu Nov 30, 2023 1:54 am I'm having trouble reproducing this, can you post this exact scenario you just described?
Most definitely, see attachment.

When you continue this scenario nothing happens, but as soon as you switch from NL to US you should see plenty of odd behavior.
Attachments
Facilities only.zip
(6.4 KiB) Downloaded 7 times
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