Bug #7268

[AH-64D] Hydras spawn at AGM-114 positions

Added by Myke about 5 years ago. Updated over 2 years ago.

Status:Assigned Start date:12/22/2009
Priority:Normal Due date:
Assignee:Dwarden % Done:

0%

Category:Config
Target version:-
Affected ArmA II version:1.63 Beta 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: BIForumURL:
Reproducible for you:Yes NGUrl:
Related to content of DLC: WIKIurl:

Description

Bug:
When firing Hydra70 missiles, the rockets spawn at the place of the AGM-114 Missiles,
not at the FFAR Pods.

Repro
  1. open the editor
  2. make yourself gunner of the AH-64D
  3. switch to external view
  4. select Hydra70 as weapon
  5. pull the trigger

Note
I guess the memory points are misplaced in the memory LOD.


Related issues

related to ARMA2 Community Issue Tracker - Bug #4822: Mi-24 Hind weapons are launched from wrong positions Assigned 09/23/2009
related to ARMA2 Community Issue Tracker - Bug #4833: Mi-24P bombs don't disappear after beign launched Assigned 09/24/2009
related to Arma 2: Community Configuration Project - Bug #63282: AH64D rockets spawn at the missile pylon position Closed 11/05/2012

History

Updated by zGuba about 5 years ago

  • Status changed from New to Assigned
  • Affected ArmA II version changed from 1.05 BETA to 1.05.62017

Updated by Fireball about 5 years ago

  • Assignee set to Luca
  • Reproduced by another DH user changed from No to Yes

That one should be simple but effective.

Updated by zGuba about 5 years ago

Theres similar problem with Hinds. Adding to related issues.

Updated by randy about 5 years ago

that is a problem with all helicopters that have rockets and missiles, even when the correct memory points are in place

Updated by Fireball about 5 years ago

  • Due date changed from 01/05/2010 to 02/05/2010

Updated by Fireball about 5 years ago

  • Due date changed from 02/05/2010 to 03/05/2010

Updated by kju over 4 years ago

  • Due date changed from 03/05/2010 to 11/01/2010
  • Assignee deleted (Luca)
  • Affected ArmA II version changed from 1.05.62017 to 1.53 BETA
  • Audio card set to Please specify!
  • Size of OS swap file set to Please specify!
  • I am using some Mods set to No
  • Reproducible for you set to No

Isn't this more like an engine limitation?

Updated by Myke over 4 years ago

If it's a engine limitation, it seems that community made addons aren't affected. Strange enough, isn't it. To make it even more strange, the US AH64D isn't affected but the USMC version is. Sometimes it looks like common sense to declare anything just as "engine limitation" as this means less to fix. Either the memory points are incorrect or the config is. Simple as that.

EDIT:
this config patch fixed it, took me 15 minutes to make:

class CfgVehicles
{
    class AH64_base_EP1;
    class AH64D : AH64_base_EP1 {
        memoryPointLMissile = "Rocket_1";
        memoryPointRMissile = "Rocket_2";
        memoryPointLRocket = "Missile_1";
        memoryPointRRocket = "Missile_2";
    };
    class AH64D_EP1 : AH64_base_EP1 {
        memoryPointLMissile = "Rocket_1";
        memoryPointRMissile = "Rocket_2";
        memoryPointLRocket = "Missile_1";
        memoryPointRRocket = "Missile_2";
    };
};

Updated by kju over 4 years ago

  • Category changed from Model to Config
  • Assignee set to Dwarden

I was testing the US version with CO and had the rockets being spawned at the wrong proxies.

In any case your finds may be useful for Dwarden.
So thanks for looking into it.

Updated by BigDawgKS over 4 years ago

It's also an engine issue. Even if the correct memory places are defined, if the helicopter has missile proxies then the last couple of rockets (starting at how many proxies there are) will be spawned at the missile proxies instead of the rocket memory points.

Also, for fixed wing aircraft, the memoryPointLRocket and memoryPointRRocket points are reversed; or rather the order in which the rockets spawn is reversed. On helicopters, even numbered rockets use the right memory point (if I recall correctly), while on fixed wing aircraft even numbered rockets use the left memory point. It may seem trivial, but it's annoying for modders who are trying to predict where the rocket is going to spawn.

Updated by Myke over 4 years ago

Can't agree with BigDawgKS, With the above config patch, the AH-64 fires all Hydra's from the pods and the AGM-114 from the correct proxy position.

About the reversed memory point orders...i guess this happened because at BIS they weren't clear if POV is from pilots angle or looking at vehicle from front. Minor issue aswell and for modders...well, swapping memory points once one know the he wants it the other way around take a few seconds. Not really a issue.
For those who want to try themselves, pack this config in a folder and pbo it.

class CfgPatches {
    class CA_AH64D_patch {
        units[] = {"AH64D"};
        weapons[] = {};
        requiredVersion = 1.04;
        requiredAddons[] = {"CA_AH64D", "CAAir", "CAAir_E_AH64D"};
    };
};

class CfgVehicles {
    class AH64_base_EP1;
    class AH64D : AH64_base_EP1 {
        memoryPointLMissile = "Rocket_1";
        memoryPointRMissile = "Rocket_2";
        memoryPointLRocket = "Missile_1";
        memoryPointRRocket = "Missile_2";
    };
    class AH64D_EP1 : AH64_base_EP1 {
        memoryPointLMissile = "Rocket_1";
        memoryPointRMissile = "Rocket_2";
        memoryPointLRocket = "Missile_1";
        memoryPointRRocket = "Missile_2";
    };
};

Updated by BigDawgKS over 4 years ago

Myke wrote:

Can't agree with BigDawgKS, With the above config patch, the AH-64 fires all Hydra's from the pods and the AGM-114 from the correct proxy position.

Ok my bad. I had assumed this issue was still present since the last time I encountered it (hadn't checked in forever).

But I'm pretty sure the fixed wing vs helicopter issue is still present, I only noticed it in OA a few weeks ago. The issue is not that BIS put in the wrong memory points, the issue is that the engine changes the order depending on whether it's a fixed wing aircrafy or helicopter. I was able to test this.

Updated by kju over 2 years ago

  • Due date deleted (11/01/2010)
  • Affected ArmA II version changed from 1.53 BETA to 1.63 Beta
  • Reproducible for you changed from No to Yes

Updated by Myke over 2 years ago

2 years for a simple config fix....call Guiness. And i highly doubt that it is a engine limitation, more likely a typo in the sourcecode. Probably wrote "rocket" when "missile" was meant and vice versa.

Updated by kju over 2 years ago

Myke the engine limitation is not about this issue, aka not about wrongly named proxies or indexes.
The engine limitation is when there are 3 or more weapons/pylons/proxies, like at the Mi24P or MI24 with 2 rocket pods on each side, plus missiles.

All I am asking if the TKOH engine fix solves this engine limitation. Not more, not less.

Updated by Myke over 2 years ago

Probably i don't get your point or we speak of something completely different. All i know is, i've never had problems with weapons (regardless if proxy weapon or not) in all sorts of combinations (GAU12, 2 x FFAR pods, 2x MK82, 2x AIM-9M, 2x AIM-120). They all spawned where they supposed to spawn. Ofc those weren't BI made models/configs. ;)

Updated by kju over 2 years ago

I'd be happy if you can provide me with configs to make the BI Mi24 (with 3 pylons per wing) fully working (correct launch position and order) - see related tickets.

Updated by Myke over 2 years ago

Sure, there you go:

class CfgPatches {
    class CAAir2_fix {
        units[] = {"Mi24_P"};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {"CAAir","CAWeapons","CACharacters2","CA_Anims_Char","CAAir2"};
    };
};
class Turrets;
class MainTurret;
class AnimationSources;
class CfgVehicles {
    class Mi24_Base_RU;
    class Mi24_P: Mi24_Base_RU {
        scope = 2;
        accuracy = 1000;
        model = "\ca\air2\Mi35\mi24_p.p3d";
        displayName = "Mi24 fixed";
        vehicleClass = "Air";
        memoryPointLMissile = "Rocket_1";
        memoryPointRMissile = "Rocket_2";
        memoryPointLRocket = "Missile_1";
        memoryPointRRocket = "Missile_2";
        class Library {
            libTextDesc = "$STR_LIB_MI24_P";
        };
        weapons[] = {};
        magazines[] = {};
        class Turrets: Turrets {
            class MainTurret: MainTurret {
                body = "";
                gun = "";
                weapons[] = {"GSh302","AT9Launcher","HeliBombLauncher","80mmLauncher"};
                magazines[] = {"750Rnd_30mm_GSh301","2Rnd_FAB_250","4Rnd_AT9_Mi24P","40Rnd_80mm"};
            };
        };
        hiddenSelectionsTextures[] = {"\ca\air2\mi35\data\mi24p_001_co.paa","\ca\air2\mi35\data\mi24p_002_co.paa"};
        class Viewoptics {
            initAngleX = 0;
            minAngleX = 0;
            maxAngleX = 0;
            initAngleY = 0;
            minAngleY = 0;
            maxAngleY = 0;
            initFov = 1;
            minFov = 0.2;
            maxFov = 1.2;
        };
        class AnimationSources: AnimationSources {
            class Gatling_1{};
            class Doors;
        };
    };
};

Sadly the misplaced memora points can't be fixed by config changes only, this would require some work on the MLOD's.

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