Bug #2649

Tanks with auxilary Power Generators turn on main motor when turning the turret

Added by Alienfreak over 5 years ago. Updated 4 months ago.

Status:Assigned Start date:07/07/2009
Priority:High Due date:
Assignee:Dwarden % Done:

0%

Category:Config
Target version:Upcoming version
Affected ArmA II version:1.62.95248 First affected build:
Reproduced by another DH user:Yes First affected ArmA II version:
I am using some Mods:No Single / Multi Player?:
I am using:OA only BIForumURL:
Reproducible for you:Yes NGUrl:
Related to content of DLC: WIKIurl:

Description

This is very annoying since it instantly gives away your position and makes it nearly impossible to listen for enemies.

Examples are the T90 and M1A2 TUSK.


Related issues

related to ARMA2 Community Issue Tracker - Feature #25511: "Turn engine off" key binding Assigned 10/15/2011
related to Arma 2: Community Configuration Project - Task #28525: Summary ticket of CIT config related issues of Arma 2 and... New 02/08/2012
related to ARMA2 Community Issue Tracker - Feature #6464: Additional option in command menu to advise AI driver/pil... Assigned 12/03/2009
related to ARMA2 Community Issue Tracker - Feature #23384: Implement some sort of automatic area scanning by AI vehi... Assigned 08/12/2011
duplicated by ARMA2 Community Issue Tracker - Feature #6377: possibility to turn tank or ligth vehicle turret and keep... Duplicate 11/30/2009

History

Updated by Squelch over 5 years ago

  • Project changed from DevHeaven (Only site issues) to ARMA2 Community Issue Tracker

Updated by Squelch over 5 years ago

  • Category set to Config

Updated by Squelch over 5 years ago

  • Status changed from New to Feedback

Updated by kju over 5 years ago

This is due realism the way it is, right?

I find it annoying myself and it is a simple config tweak to change this.
Released it for A1 and soon for A2.

Updated by Alienfreak over 5 years ago

As with the TOW ttweak. It is great when it gets changed in the core game. Otherwise it will just create an Mod mayhem

Updated by kju over 5 years ago

Agreed. Yet if the community can provide the tweak,
I think BI is more likely to fix it. Thats what I am saying. :)

Updated by INNOCENTandCLUELESS over 5 years ago

It requires a little bit work to the generic MBT model I guess.

1st)The user accessible actions (turn on generator)+(turn off generator)+(generator automatic[simple timer simulating battery exausting and after 20min generator operation it assumes batteries good for 30 min operation or so])

2nd)AI is using generator automatic in desired situations

3rd) sounds required and sound-cloud so that other AI really getting less "knowsabout" compared to the loud main engine

Updated by kju over 5 years ago

I&C dont put unrelated stuff in here!

Updated by INNOCENTandCLUELESS over 5 years ago

Let me know which part is not related.

The TT is about that the main engine goes on when turret is turned. The easiest "fix" would be to avoid any engine startup when turret is turning. I was drawing the correct modelling IMHO. The power generators of MBTs still having a remarkable sound cloud.

Updated by Fireball over 5 years ago

  • Due date set to 09/17/2009
  • Affected ArmA II version changed from Please select... to 1.02.58064
  • Difficulty set to Not set

Updated by Dwarden over 5 years ago

  • Assignee set to Dwarden

Updated by Fireball over 5 years ago

  • Due date changed from 09/17/2009 to 09/27/2009
  • Affected ArmA II version changed from 1.02.58064 to 1.04.59026

Updated by zGuba over 5 years ago

  • Due date changed from 09/27/2009 to 12/27/2009
  • Status changed from Feedback to Assigned
  • Affected ArmA II version changed from 1.04.59026 to 1.05 BETA

Updated by Dwarden over 5 years ago

  • Priority changed from Normal to High
  • Target version set to 331
  • Reproduced by another DH user set to No

Updated by Mondkalb over 5 years ago

Fixing this bug without any other changes wouldn't do it.

For example:
If you disable the "Engine is on while moving the turret", you won't be able lock on Hellfires and Mavericks to Shilkas, Tunguskas, Avengers, etc..., that are on sentry and having the engine turned off.

So when fixing this bug, the Lock-On system for missiles has to be reworked so it'll work with vehicles that have the engine turned off.

Updated by kju over 5 years ago

You can always RMB click lock units in the center of your crosshair Mondkalb.

Updated by kju over 4 years ago

  • Due date changed from 12/27/2009 to 08/01/2010
  • Status changed from Assigned to Feedback
  • Assignee deleted (Dwarden)
  • Target version deleted (331)
  • Size of OS swap file set to Please specify!

Updated by HailStorm over 4 years ago

Yes, still present with patch 1.54.

I can upload a video of an actual M1A1 operating it's turret and gun with it's engine powered down for proof if needed.

I agree with Mondkalb though in that missile targeting would need to be changed as well to be able to detect active targets that are threats yet don't have engines on.

Updated by kju over 4 years ago

  • Due date changed from 08/01/2010 to 12/01/2010
  • Status changed from Feedback to Assigned
  • Affected ArmA II version changed from 1.05 BETA to 1.54.72888

Thanks. I would assume this may be one reason BI has not changed it so far.
Without further changes, it does have a significant effect on SP air vs tanks play.

Updated by zGuba about 4 years ago

  • Due date changed from 12/01/2010 to 04/28/2011
  • Affected ArmA II version changed from 1.54.72888 to 1.57.76815
  • Reproduced by another DH user changed from No to Yes
  • I am using set to OA only
  • Reproducible for you changed from No to Yes

Updated by zGuba about 4 years ago

  • CPU deleted (Please specify!)
  • Audio card deleted (Please specify!)
  • Size of OS swap file deleted (Please specify!)

Updated by kotov about 4 years ago

how this effect game ? Imho this is very minor bug.
Only local infantry can hear engine sound (100-150m around).Status of engine not effect fact that tank can be locked and destroyed using TAB key from enemy air vehicles or ground.BIS need change lock system and replace NV with FLIR first.

Updated by kju about 4 years ago

  • Due date changed from 04/28/2011 to 06/01/2011
  • Assignee set to Dwarden

Of course it affects locking.

kotov you need to do more research first before posting.

Updated by kju about 4 years ago

Look at the top left radar.

The AI automatically activates the engine at mission start (you can notice it from the sound).
Therefore it becomes red (hostile) radar target. Once the AI turns the engine off and it becomes
white again. Tab lock no longer works now - only direct click lock (RMB).

Updated by kotov about 4 years ago

ok - but flying on that su 5 minutes sometimes I managed to lock it just pressing tab.
Last Sunday I been killed in tank many times with engine off.Looks like it should work but not works properly.

Updated by kju about 4 years ago

As said RMB lock still works even with engine off.

TAB lock = "radar". Needs engine/heat signature.
RMB lock = "visual". Needs direct visual contact.

Updated by Fireball over 3 years ago

  • Due date changed from 06/01/2011 to 11/01/2011
  • Affected ArmA II version changed from 1.57.76815 to 1.59.79384

Updated by Magician over 3 years ago

There is an addon, but the turret electric sound should be heard only when the engine is off tank, very important

Updated by Dwarden over 3 years ago

  • Target version set to Upcoming version

i would like to see this done by default and ability to shut engine independently on tower/turrets move,
afaik this was design decision due to link with guided missiles lock

Updated by kju over 3 years ago

  • Affected ArmA II version changed from 1.59.79384 to 1.60 BETA

Updated by kju about 3 years ago

  • Affected ArmA II version changed from 1.60 BETA to 1.60.87580

If this were to be implemented, I assume only for specific tanks.

Can we gather a list of tanks available in CO that should have this feature?

Updated by kotov almost 3 years ago

T90/M1A2
BMP3/M2A3
BTR90/LAV

I'd also restrict tab to lock with engine off.

Updated by kju over 2 years ago

  • Due date deleted (11/01/2011)

Updated by kju over 2 years ago

  • Affected ArmA II version changed from 1.60.87580 to 1.62.95248

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