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A couple of bugs

 
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A couple of bugs - 10/23/2014 1:53:37 PM   
Dutchie999


Posts: 117
Joined: 10/8/2014
Status: offline
Hello developers,

I would like to report some bugs that I have found.

1) SAM can move with their radar turned on. I tested the S-300 and S-400 and although they are very capable systems I am pretty sure that they cannot move at 30 knots with their radars turned on .

2) Tomahawk cannot re-engage. If I fire a few tomahawks at a target and the target is destroyed then I try to manually re-engage another target with F1 but that doesn't work although the Tomahawks still have a datalink with the ship/submarine.

3) Tomahawks throw themself at a target that is already been destroyed by other tomahawks before them. Even if there is still a datalink with the ship/submarine and there are a lot of other targets nearby. Some tomahawks are going to a already destroyed target no matter what I do.

4) Tomahawks do not turn back to hit other targets. If I launch strikes with multiple tomahawks at different targets sometimes the target is already destroyed before all the tomahawks have hit. Then most of the time they go to another target. But this only counts for targets ahead of them. Never behind them. If another tomahawk strike missed its target and that strike was behind the other tomahawks then they never turn around to try to hit that target again.

5) Copy units. If I tweak a unit by adding for example a another weapon or more munitions and I try to copy that unit the I basically get a standard brand new unit and not the adjusted one.

6) JDAM range. If for example I have a F-16 loaded with JDAMS the range of my JDAMS at 2000 ft and 40000 ft is basically the same. Also if I fly at 400 knots or 800 knots the range is the same. Since the JDAMS have no propulsion their range exclusively depends on the altitude they are launched and the speed of the plane (trying to give them a little 'push').

7) I cannot seem to fire a AMRAAM against a hostile missile. Although I understand that the AI doesn't do this I thought I would be able to manually fire them.

8) I don't know if this is a bug or just reality. If I use a E-3 Sentry to look at an enemy airspace I can see SA-22's from crazy long ranges. For example I can see and identify a very long range and very powerful radar like the 325nm Big Bird C at 120nm and the small 20nm radar from the SA-22 at 115nm! That must be a bug right?

9) If I add the 40N6 to a SA-21 Bn and I use a seperate radar for long range search. As soon as a hostile aircraft enters within the missile range of the 40N6 and two missiles are launched my Grave Stone FCR doesn't turn on. The missiles are very accurately guided to the target but there is no FCR radar turned on. Even if I turn off the seperate search radar the missiles still continue. I seems that this bug only works with the 40N6. Because the 48N6DM seems te work fine with a seperate search radar and then the FCR radar from the SA-21 Bn.

10) The last bug I found was also has to do with the FCR of a SAM Bn and a inaccurate search radar (VHF) but I think that already has been reported (see lasts posts).

Anyway that is it for now. I do my best to find more bugs but it is not easy . This game (simulator) is pretty well build!


< Message edited by Dutchie999 -- 10/24/2014 4:03:21 PM >
Post #: 1
RE: A couple of bugs - 10/27/2014 1:47:00 PM   
ComDev

 

Posts: 5735
Joined: 5/12/2006
Status: offline
Reported, thanks!

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Developer "Command: Modern Air/Naval Operations" project!

(in reply to Dutchie999)
Post #: 2
RE: A couple of bugs - 10/28/2014 2:10:39 PM   
Dutchie999


Posts: 117
Joined: 10/8/2014
Status: offline

Thank you!

(in reply to ComDev)
Post #: 3
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