[FIXED] 1128.13 Ground contact and corresponding actual enemy unit's positions do not match

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boogabooga
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[FIXED] 1128.13 Ground contact and corresponding actual enemy unit's positions do not match

Post by boogabooga »

Since the latest patch, I'm finding that ground contacts- even ones whose locations are supposedly resolved by radar- and the actual corresponding unit's positions do not always match. The effect is to make the contact/unit invulnerable since any weapon fired at the contact misses the unit by a wide margin.

Unit-Contact Mismatch Bug .scen demonstrates that the contact LongRangeSAM2 is some 4 nm south of the corresponding enemy unit.

Unit-Contact Mismatch Test 2.save demonstrates how the bug can develop. The contacts are initially acquired through ESM, but follow-on ground radar detection seems to fix the contacts to the wrong location. This bug might just be affecting buildings with the auto-detection turned off? Or just emitting buildings? I'm not sure yet.

Unit-Contact Mismatch Test 3.save demonstrates that the affected unit can become invulnerable. The contact LongRangeSAM2 is about to be attacked by CBUs from Olds Flight. Notice that the CBUs all miss the "target" by over 1000 ft, corresponding to the contact-unit position mismatch.
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Unit-Contact Mismatch Bug.zip
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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.
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blu3s
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Re: 1128.13 Ground contact and corresponding actual enemy unit's positions do not match

Post by blu3s »

Hi, thanks for the report,


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FifthDomain
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Re: 1128.13 Ground contact and corresponding actual enemy unit's positions do not match

Post by FifthDomain »

For an easy way to see this visually just use the mark Contact Position feature and then switch on God's Eye View. It seems to be affecting Radars and SAMs but not AAA. I'm also seeing in test 3 and the scenario that the radars are showing as decoys and their symbol is a plane (see images below).

Contacts marked:

MISSMATCH 1.png
MISSMATCH 1.png (2.68 MiB) Viewed 733 times

Gods eye view:

MISSMATCH 2.png
MISSMATCH 2.png (2.79 MiB) Viewed 733 times
boogabooga
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Re: 1128.13 Ground contact and corresponding actual enemy unit's positions do not match

Post by boogabooga »

FifthDomain wrote: Thu Jan 25, 2024 4:52 pm For an easy way to see this visually just use the mark Contact Position feature and then switch on God's Eye View. It seems to be affecting Radars and SAMs but not AAA.
The SAMs in these happen to be SA-2s, which in Command are counted as reveted buildings. However, I've turned off the default auto-detection to simulate a pop-up threat.* I have a feeling that the default auto-detect nature of these has something to do with the issue.

I'm going to try with SA-6s (mobile vehicle) and with non-emitting buildings and see what happens.
FifthDomain wrote: Thu Jan 25, 2024 4:52 pm I'm also seeing in test 3 and the scenario that the radars are showing as decoys and their symbol is a plane (see images below).
Yeah, I did that. I toggle decoy to keep the HARM shooters (or whatever) from going after low-value targets. Works for facilities, as well as aircraft.

* There is an interesting historical rabbit hole that one could go down here...
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.
FifthDomain
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Re: 1128.13 Ground contact and corresponding actual enemy unit's positions do not match

Post by FifthDomain »

boogabooga wrote: Fri Jan 26, 2024 4:33 am
I'm going to try with SA-6s (mobile vehicle) and with non-emitting buildings and see what happens.

Yeah, I did that. I toggle decoy to keep the HARM shooters (or whatever) from going after low-value targets. Works for facilities, as well as aircraft.

* There is an interesting historical rabbit hole that one could go down here...
I like that idea with the decoys i'm going to use that in future.

I've tried the ones you've posted with and without terrain effects that doesn't seem to make a difference either. I'm going to keep checking in other scenarios as i play or test them. I've not seen it in non-emitting fixed locations so far.

It doesn't seem to be a set distance they move either.

I've seen it in a different scenario as well on the Radar (#3933 Radar (12A6 SOPKA-2)), [structure (open)]. I think i've seen it on a mobile one as well but i'll double check that before adding it to the list.

I modified your scenario with some modern recon assets; Rivet Joints (baseline 13), U-2S, Sentinel R1 ASTOR, SR-72A, MQ-9A (Gorgon Stare) and some SEAL recon teams next to each enemy location. I removed all contacts, features and weather. I wanted to make sure i got a firm fix on location. It became even worse (see pic below). The Long range SAM 2 (#16 SAM Bn (SA-2f Guideline [S-75M Volkhov]), [Building (Reverted)] ends up in the sea alongside RADAR 11 (#333 Radar (Tall King A [P-14]), [Building (Surface)].

Movement v1.1.png
Movement v1.1.png (2.77 MiB) Viewed 624 times

Test Scenario
CMO Test File 71.zip
(2.84 MiB) Downloaded 17 times
FifthDomain
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Re: 1128.13 Ground contact and corresponding actual enemy unit's positions do not match

Post by FifthDomain »

Another one a Mobile Vehicle this time.

#3869 Radar (Tall Rack [55Zh6UME Nebo UME]), Russia, 2019. [Mobile Vehicles(s)].

I don't know if this is related but for each side the symbol type stating what facility it is different. If i can find a list of the symbols i'll add which two they are swapping between.
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blu3s
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Re: 1128.13 Ground contact and corresponding actual enemy unit's positions do not match

Post by blu3s »

Thanks for the report, this will be fixed on next incoming update:

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Deserere
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Re: [FIXED] 1128.13 Ground contact and corresponding actual enemy unit's positions do not match

Post by Deserere »

marked as fixed
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