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Various minor bugs - 5/22/2014 10:06:49 AM   
AndyS10

 

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Hi,

I have come across a few minor issues, mainly whilst playing Op Brass Drum:

1. As mentioned elsewhere, a/c have realistic acceleration profiles but can decelerate instantaneously which is not so realistic.

2. Aircraft (Helos or F-35B) can launch within 30s even when parked in the hanger on the LHAs, whereas on the carriers they have a launch cycle involving positioning on elevators and then to the cats. Similarly when launching helos from DDGs or CGs where the a/c are parked in the hanger rather than stowed on deck, the launch times seem unrealistically short.

3. I get maximum radar coverage (well the range circle shows 350nm) from my E-2's even when they are still climbing to altitude (i.e. as they pass through FL100 I get 350nm) - is this just a standard range circle or does the game model degraded radar performance at lower altitudes?

4. I occasionally get longer than advertised ready times when putting a/c into "ferry" condition. See Phantom #1 on DDG 1000, which should have a 30min ready time for the ferry state but is showing longer. Note - I am unable to upload my .save file for some reason. The a/c shows a 1hr25min time to ready (initially it was 2hrs).

5. When I restart following a crash using the last autosave, all units are set up correctly with the exception of the EF-18s which did have OECM active but on restarting, have been set with their active jammers turned off.
Post #: 1
RE: Various minor bugs - 5/22/2014 8:55:13 PM   
ComDev

 

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Hi Andy, thank you for your feedback

Comments below:


quote:

ORIGINAL: AndyS10

Hi,

I have come across a few minor issues, mainly whilst playing Op Brass Drum:

1. As mentioned elsewhere, a/c have realistic acceleration profiles but can decelerate instantaneously which is not so realistic.


Known issue and already registered in the bug database. Not a terribly big bug so will be looked at when one of the programmers feel like it hehe.

quote:

ORIGINAL: AndyS1011
2. Aircraft (Helos or F-35B) can launch within 30s even when parked in the hanger on the LHAs, whereas on the carriers they have a launch cycle involving positioning on elevators and then to the cats. Similarly when launching helos from DDGs or CGs where the a/c are parked in the hanger rather than stowed on deck, the launch times seem unrealistically short.


Yeah helos walk straight from hangar to pad. It is assumed much of the pre-flight preparations have already been carried out by then, ref: 30 min to 6 hr ready time.

In the newer builds, readied planes on carriers automatically proceed to the flight deck when ready. Are you using an older build?

quote:

ORIGINAL: AndyS10
3. I get maximum radar coverage (well the range circle shows 350nm) from my E-2's even when they are still climbing to altitude (i.e. as they pass through FL100 I get 350nm) - is this just a standard range circle or does the game model degraded radar performance at lower altitudes?


The yellow range ring (surface search) should vary with altitude. The white range ring (air search) does not as the radar can detect high contacts out to a maximum of 350nm. The radar is still limited by both horizon and by line-of-sight (typically mountains).

quote:

ORIGINAL: AndyS104. I occasionally get longer than advertised ready times when putting a/c into "ferry" condition. See Phantom #1 on DDG 1000, which should have a 30min ready time for the ferry state but is showing longer. Note - I am unable to upload my .save file for some reason. The a/c shows a 1hr25min time to ready (initially it was 2hrs).


Planes 'remember' their ready times, so if a plane is down for 2 hrs and you change to a loadout that has 30min ready time, the plane will still need 2 hrs to get out of the hangar.

quote:

ORIGINAL: AndyS105. When I restart following a crash using the last autosave, all units are set up correctly with the exception of the EF-18s which did have OECM active but on restarting, have been set with their active jammers turned off.


This is a bug that I believe has already been fixed in one of the latest beta builds.

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RE: Various minor bugs - 5/22/2014 10:38:09 PM   
hb921

 

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quote:

ORIGINAL: emsoy

Planes 'remember' their ready times, so if a plane is down for 2 hrs and you change to a loadout that has 30min ready time, the plane will still need 2 hrs to get out of the hangar.



And this last is quite strange, when you want to arm returning strike aircraft for AAW. Instead of 30 minutes 6 hours. Have hard time to image, what so different, in RL, in F/A-18 returning from strike mission, that it takes 6 hours to ready for AA.

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RE: Various minor bugs - 5/23/2014 4:23:46 AM   
ComDev

 

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There is a lot more to the ready timed than just putting ordnance on the hardpoints

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RE: Various minor bugs - 5/23/2014 7:52:27 AM   
hb921

 

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quote:

ORIGINAL: emsoy

There is a lot more to the ready timed than just putting ordnance on the hardpoints


I am not questioning that.
I am just asking, what is more to do with F/A-18 returnig from land strike, than with F/A-18 returning from CAP? I mean, it is obvious to me, that loadout you plan for the next sortie has considerable impact on ready time. But why loadout used on previous sortie has the same impact?

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RE: Various minor bugs - 5/23/2014 8:02:45 AM   
hb921

 

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quote:

quote:

ORIGINAL: AndyS1011
2. Aircraft (Helos or F-35B) can launch within 30s even when parked in the hanger on the LHAs, whereas on the carriers they have a launch cycle involving positioning on elevators and then to the cats. Similarly when launching helos from DDGs or CGs where the a/c are parked in the hanger rather than stowed on deck, the launch times seem unrealistically short.

Yeah helos walk straight from hangar to pad. It is assumed much of the pre-flight preparations have already been carried out by then, ref: 30 min to 6 hr ready time.


I feel I need to adress this - ready time and launch time are two quite different animals. Ready time have great impact on sortie rate (and it is very realistic impact). Launch time has an impact on reaction/response time. No mater how long you readied this hello, you cannot shorten lanch time below some treshold, unless you have hello siting on the pad with engine running and rotor spining. But in this condition helo is blocking pad and using fuel.
30 seconds for transfer from hangar to pad, deploy rotor, start engine, spin rotor and actually launch is very, very short time.

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RE: Various minor bugs - 5/23/2014 12:09:51 PM   
ComDev

 

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quote:

ORIGINAL: hb921


quote:

ORIGINAL: emsoy

There is a lot more to the ready timed than just putting ordnance on the hardpoints


I am not questioning that.
I am just asking, what is more to do with F/A-18 returnig from land strike, than with F/A-18 returning from CAP? I mean, it is obvious to me, that loadout you plan for the next sortie has considerable impact on ready time. But why loadout used on previous sortie has the same impact?


Fair question, complex answer Flying a combat mission is like running a marathon, so pilots need to be de-briefed, get rested, etc. There is a limit to how many marathons a pilot can run per day, the maximum surge rate is typically around 2.0 or 2.1 marathons per pilot per day for 4-5 days. Not bad.

So there are delays delays and more delays. Which is easy to understand if you stand on the carrier deck but not so easy to grasp when its just a figure on the computer screen. That figure that is supposed to cover the gazillion different reasons why sortie rates are as low as they are in real life.

Strictly speaking, the CAP ready times should be considerably longer than they are in Command today but due to some RL exceptions they are left at 30-60 hr.

Our plan down the road is to make some loadouts 'Hot Reload Capable' which means you can turn around the plane quickly (ref: some legendary A-10 and AV-8B missions, various Israeli operations, Swedish anti-invasion operations). So you can fly 2-3 (and maybe as many as 5) sorties in quick succession but with a terrible penalty in the end - the plane will be out of action for at least a day, maybe two. Most CAP loadouts would go in this category too. I.e. two sorties in quick succession and then 12-18hr break, or steady operations at 4hr ready times or whatever. The exact figures are not set in stone yet, need to test and balance out.

< Message edited by emsoy -- 5/23/2014 1:14:53 PM >


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RE: Various minor bugs - 5/23/2014 1:25:15 PM   
AndyS10

 

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Thanks for the responses - the support and feedback on these forums is much appreciated.

My only "quibble" would be on the launch times for Helos - it is not a big issue and doesn't really effect game play but given this game's dedication to accuracy I thought I'd raise it. An a/c parked in the hanger in a LHA is below decks, surely it needs to be towed onto the elevator, raised to the flight deck, positioned on a pad and then preflight checked. I was assuming that the model would treat this process like a/c on a carrier which takes 4 mins or so (still pretty quick) for the launch cycle when starting from the hanger deck. I am using 521 and I can see the carrier now automatically positioning aircraft from the hanger deck to the flight deck, unrequested, in order to prepare for the next wave which is pretty cool.

Likewise on the DDGs a 30sec launch for a helo positioned on the launch pad seems feasible but when the aircraft has to be pushed out of the hanger have its blades unfurled etc and then finally launched, 30s seems unfeasible but I'm not an expert.

Re the E-2's - thanks for the explanation, that is impressive.

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RE: Various minor bugs - 5/23/2014 8:04:53 PM   
hb921

 

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quote:

ORIGINAL: emsoy

Fair question, complex answer [...]



Maybe complex, but for me very convincing. Thanks for taking time to explain.
This planned "Hot Reload Capable" would be very nice addition.

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