Bug #16358

Javelin Instant Lock

Added by sgtmoody1944 over 4 years ago. Updated over 4 years ago.

Status:Closed Start date:12/31/2010
Priority:Low Due date:
Assignee:zGuba % Done:

100%

Category:Complex
Target version:1.9
Component:sys_missileguidance Affected Version:
Close Reason:

Description

Running A.C.E. 1.7 RC2 Stable (Core 447, X 299, etc.), I noticed a small glitch with the Javelin: it seems that as soon as it picks up a vehicle's signature, the user can fire and the missile will guide itself correctly to the target, regardless of top/direct attack mode. The user can even fire when the beep suggests that the locking unit is still in the process of locking onto a target and the missile will still impact a target.

REPRO:

1. Place yourself as an AT Specialist with a Javelin on a map and include an enemy vehicle (I tried with T-55) at some distance.

2. Switch to Javelin.

3. Fire...{when lock is fully engaged, when lock is partially engaged (circle is converging on the square), and when there is only a signature detection (only box, no square)}

4. Repeat using other fire mode (dir/top).

Expected Result: Missile should only navigate itself correctly after full lock (circle has converged on the square) is achieved.

Associated revisions

Revision 7e06c9e0
Added by zGuba over 4 years ago

~fixed: Javelin instant lock. Fixes #16358

History

Updated by Sickboy over 4 years ago

  • Category set to Complex
  • Status changed from New to Assigned
  • Assignee set to zGuba
  • Target version set to 1.8
  • Component set to sys_missileguidance

Updated by sgtmoody1944 over 4 years ago

Also sorry typo, in #3 I meant "only a signature detection (only box, no CIRCLE)"

Updated by jaynus over 4 years ago

looks like canLock on the weapon will make incomingMissile always fire, regardless of lock delay timing.

Best solution seems to be to pull the current GUI state (e.g. is the missile lock icon on or off) and then populate longbowTarget based on that (true / false)

Updated by zGuba over 4 years ago

Yeah, that's why I bothered Vigilante about new targeting system. Guess we'll have to do it on our own...

Updated by jaynus over 4 years ago

Do you know where all the ui elements for this originally are?

We could import them and just implement the few dynamic things we need by hand; that way we could do actual locking ourselves. I just dont know where in CA the actual elements we need to get/override are.

Updated by sgtmoody1944 over 4 years ago

Not sure if this is relevant or not, but the Stinger currently works like a charm, so maybe you guys can implement something from the locking mechanism from that weapon system into the Javelin?

Updated by zGuba over 4 years ago

jaynus wrote:

Do you know where all the ui elements for this originally are?

We could import them and just implement the few dynamic things we need by hand; that way we could do actual locking ourselves. I just dont know where in CA the actual elements we need to get/override are.

I have no idea. If we had access to resources like that, we wouldn't have to script laser designators so heavily.

sgtmoody1944 wrote:

Not sure if this is relevant or not, but the Stinger currently works like a charm, so maybe you guys can implement something from the locking mechanism from that weapon system into the Javelin?

Negative. We have to make it from scratch as it seems.

Updated by Spyder001 over 4 years ago

Mando Missile has a very nice Javelin system (as well as other AA/AT systems) that is further being improved. Matches what sgtmoody was looking for.

Updated by jaynus over 4 years ago

@Spyder - that would include us completely re-implementing the jav locking system (like guba said).

We are investigating a possible "less work" scenario before we go that route.

Updated by rocko over 4 years ago

  • Target version changed from 1.8 to 395

Updated by Spyder001 over 4 years ago

Or just disabling your system and adding in MMA to ACE. Then creating your own setup (mando_setup_full.sqf) like I did over at 21CW. You would probably want your own mandomissile_init.sqf as well. I did the same thing for the stock version of the mission.

Updated by Sickboy over 4 years ago

ACE is ACE and Mando is Mando.
We both put effort into compatibility, but we are different mods with different ideas and purposes.
Have you reported the issue to Mando? Normally he takes care of it, otherwise we can work together where needed.
Otherwise you can perhaps write a patch, fixing the issue, for Mando and or ACE.

Updated by conKORD over 4 years ago

Current Javelin guiding script takes target from cursorTarget or incomingMissile EH?

Updated by Spyder001 over 4 years ago

In the MMA javelin script:

MMA_javelinEnabled = true; publicVariable "MMA_javelinEnabled";

Then in the client side script that has the ACE javelin:

if ((MMA_javelinEnabled)) exitWith {};

Updated by zGuba over 4 years ago

conKORD wrote:

Current Javelin guiding script takes target from cursorTarget or incomingMissile EH?

ATM we have incomingMissile EH, until we have done our own target acquisition script. I guess we'll use cursorTarget first though.

Updated by zGuba over 4 years ago

  • Status changed from Assigned to Resolved
  • % Done changed from 0 to 100

Updated by zGuba over 4 years ago

  • Status changed from Resolved to Closed
  • Target version changed from 395 to 1.9

Updated by sgtmoody1944 over 4 years ago

So this is no longer a bug issue as of 1.8U3, as the missile won't hit the intended target unless the circle indicator has converged on the box, but there still seems to be something slightly funny with the missile guidance. When you have a box indicator (no circle), you can be oriented at an angle to the intended target, and as long as you still have a box indicator, the missile will exit the tube, but then travel in a straight line from you to the target (despite overshooting the target at the end). The expected result would be that the missile would shoot much like a regular, unguided missile when the lock is incomplete.

NOT a huge issue at all, but it'd be like adding sprinkles on frosting if this were changed. Thanks for taking a look.

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