Nightwatch -> [FIXED B928] ASuW Strike beyond fuel range (9/4/2016 9:53:51 AM)
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Hey guys Probably another bug unless im missing something. I set up a simple Maritime ASuW Mission without a pre-planned target list (basically engaging every contact) and added some JH-7B Flounders with YJ-12s. Works fine as far as Flounders launch on detection and engage the enemy task force. But in this particular case I added so many Flounders that the later planes actually don’t get to fire since the engine thinks the target has already been saturated. Which is fine on its own, but no what happens is, the later Flounders just keep on flying, well beyond their effective range. They don’t launch missiles (not needed) but they don’t abort either when they reach Bingo. Even worse, if the first task force is destroyed, they actually switch to targets even further out instead of returning. Mission Doctrine is set to Joker – terminate and RTB with 10% above Bingo Unit leaves group and RTB as Joker is reached Shotgun All Stand Off weapons have been expended disengage immediately (actually it makes not noticeable difference what setting you use, they just fly on matter what). If you change the Fuel/ordnance settings in the mission planer using 'Expend/jettison A/G ordnance at max range for max strike radius' nothing changes. They fly and crash, no ordnance will be jettisoned (afaik not implemented yet anyway). If you change it to 'Bring A/G ordnance backt o base if target cannot be struck' they dont launch at all. To fix, this the Flounders should just return on Bingo (or Bingo +10% in this case) whether or not they got to fire their weapons or the target is still standing. At least when using the 'Bring A/G ordnance back to base' setting. Please check attachment below for more detail. It’s a scenario I’m working on, so just ignore the other stuff. The mission in question is ‘ASuW Free’ from the Chinese faction. Just press start and see what happens.
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