hermanhum
Posts: 2209
Joined: 9/21/2005 Status: offline
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Picky, picky.... HUD and PDb don't have that problem since they both have the 70nm range set for the seeker head. quote:
Thanks for putting up the saved games. I've opened them up and taken a look and have a possible explanation for the behaviour. I confirm what you are seeing with the following image. The Radar of the SAG is definitely ON as you can see in the first image. I wanted to find out exactly what was happening so I made up a test file with just a Radar and a Corsair. The file is attached. The Corsair has been ordered to attack the radar. It closes on the target. Instead of firing at maximum range, it fires at about 6nm. Now, in the SAVED game that you posted, the Corsair is shot down well before it reaches 6nm so you cannot see the Shrikes launch. Previously, in 3.6.3 and in 3.7.0, the ARMs would fire at maximum range. As a lark, I also put in a E/A-18 Growler armed with HARM. When it was ordered to fire on the Radar facility, it showed a "Weapon Cannot Acquire Target" message. The plane kept closing and only fired at the same 6nm range. This behaviour is definitely problematic. The HARM and Shrike have ranges of 70nm and 20nm, respectively. To force them to close to 6nm before firing is definitely unacceptable. I am not a programmer, but I strongly suspect that this behaviour is created by the new 'feature' added by AGSI: Changes to non-BOL capable non-Datalinked weapons Weapons that don't have the BOL flag set and that don't have a Datalink to the launching platform will now have to be able to see their target before they are launched. These weapons are assumed to require their own sensors to lock on to the target (think Sidewinder) before they are launched. DB authors will probably want to set the BOL flag or add datalinks to most SSMs as most of those weapons are able to fly part of the way without direct lockon to their target. Now, this might mean that all third-party Databases now have to change in order to accommodate this new code. I hope that this helps. quote:
Okay, I did a bit more investigating. The DB2k sensor for the HARM / Shrike missile is listed with a range of 5nm. I suspect that this reason why the missiles did not fire before that point. They simply could not 'see' the target. Now, the PlayersDB has apparently already accounted for this new 'feature'. The sensor for the HARM missiles in the PlayersDB have a range of 80nm set for it and thus launch at the maximum range as specified. Looks like the DB editors are going to have to modify their databases to reflect this new reality. Great to see a novice player digging into the guts of the game in this manner. You wouldn't believe all the great things you can discover with testing like you are doing. Test files and images on StrategyZoneOnline
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