Bug #9470

Laser Rangefinder on tank FCS and helicopter FCS is not working.

Added by Zach about 5 years ago. Updated almost 5 years ago.

Status:Expired Start date:03/08/2010
Priority:Normal Due date:
Assignee:Sickboy % Done:

20%

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

Description

ACE2 Version is 310
ArmA 2 Version is 1.5

For the tank FCS the 0000 stays flashing and wont give a range.

And for Helicopter FCS the Hellfires won't home in on the laser.

For the rtp i put one T-90 on the map and tried to range a hill all it gave was flashing 0's.

Hope that this helps.

ps. Love the mod!

arma2.RPT (2.6 kB) Zach, 03/08/2010 01:17

arma2_2010-03-08_09-25-32-28.png - T-90 LRF test (368.9 kB) Zach, 03/08/2010 14:44

arma2_2010-03-08_09-28-09-17.png - AH-1Z LRF test (429.3 kB) Zach, 03/08/2010 14:44

arma2_2010-03-08_09-28-47-09.png - Gun over shoot (1.4 MB) Zach, 03/08/2010 14:44


Related issues

related to A.C.E. for OA - Bug #9486: Script lags when ace_map_tools is in player inventory Closed 03/08/2010

History

Updated by M1n1d0u about 5 years ago

please read the wiki (ace 2 feature)

Updated by Zach about 5 years ago

M1n1d0u wrote:

please read the wiki (ace 2 feature)

I have, you hit Tab to turn it on and hit tab again to get range. All i get is 4 flashing 0's.

And for the Helicopter FCS the gun is over shooting. Is the range in ft or m?

Updated by Sickboy about 5 years ago

Tnx for rpt. Hellfires follow/hit the laser-pos just fine. Any more details?
Have a go at the MP Test mission ACE_Test_MissileGuidance. Multiplayer -> Create Game -> Utes.

Tank stuff might be because of the Hill. Anything q11?

Updated by Sickboy about 5 years ago

  • Assignee set to q1184
  • Target version set to 1.1

Updated by VKing about 5 years ago

I've encountered the flashing zeros problem with spawned vehicles (via RTE or lost keys) on a dedicated server in missions without any preplaced vehicles (with the FCS?).
However it seemed to work fine in the ace_test_tankfcs mission on the same server, also with spawned vehicles. (Preplaced vehicles working. FCS code only executes on init? Only if it's needed at init?)

No problems with missile guidance or helicopter cannon FCS in the ace_test_missileguidance mission, haven't tested with spawned helicopters yet.

Updated by q1184 about 5 years ago

Seeing as you're also having problems with the heli LRF (which uses the same method as in tank FCS), I'd say it could be FPS-related (laser code is quite time-sensitive). What is your FPS, and are you able to reproduce the issue reliably every single time? You could try to lower your video settings to the minimum and test again. I also slightly improved LRF's reliability recently, which might or might not solve the problem.

On another note, don't forget that if target is too close (<200 m) or too far (>5000 for T90), the flashing 0000 is intended behaviour.

@VKing: The system does not rely on init EH, it's started from a key press when player is gunner/commander. I'd like to see dedi and client rpt from when that happens.

Updated by Zach about 5 years ago

Ive lowered my settings as much as i could had 28-30fps (Yes i know my computer sucks) and tryed the missions. I still had flashing 0's and the heli gun was over shooting and the hellfires are not seeing the the laser.

Her are some pics of how i have been testing.

The last pic you can see the gun hitting way above the target.

Updated by Sickboy about 5 years ago

Thanks! Is this in SP or MP.

Did you test

Have a go at the MP Test mission ACE_Test_MissileGuidance. Multiplayer -> Create Game -> Ute

Updated by Zach about 5 years ago

Sickboy wrote:

Thanks! Is this in SP or MP.

Did you test

Have a go at the MP Test mission ACE_Test_MissileGuidance. Multiplayer -> Create Game -> Ute

Yes I've done the Mp test missions and in the SP

Updated by mr.g-c about 5 years ago

Are you using any other mods besides ACE? If your CBA-Version up-to-date?
maybe give a fully ACE-pack reinstall a go, if it can't be resolved otherwise... :-)

Very strange, because here on 3 installations its working as intended.....

Updated by Zach about 5 years ago

mr.g-c wrote:

Are you using any other mods besides ACE? If your CBA-Version up-to-date?
maybe give a fully ACE-pack reinstall a go, if it can't be resolved otherwise... :-)

Very strange, because here on 3 installations its working as intended.....

All i us is CBA ACE ACEX ACESM and ACEPLA and i've reinstalled CBA and ACE. I even tried it with just CBA and ACE no luck.

Updated by Zach about 5 years ago

Let me try RC10 and see how it goes.

Updated by Sickboy about 5 years ago

We did find an issue where we were comparing Above Sea Level position, with a normal position, however this probably does not address your issue.
I've found something odd with my Battle Center mission, and that is when I spawn a chopper there, the laser wont go outside 20m radius surrounding my chopper.
I'm trying to trace the issue :)

Updated by Zach about 5 years ago

The new Ka-52 gun works but the missiles still wont home and the Mi24v gun works i think.

Updated by Zach about 5 years ago

Ok i fond out why the heils are giving me issues the laser is not updating quick enough its taking 10 to 30s for the laser to move and get a return like its lagging and sometimes it does not update. This may be why the tank LRF is not working too. I tired the GLTDII SOFLAM gives returns fast and the laser point stays where you move it.

Updated by Sickboy about 5 years ago

We've found a couple of things aswell. Is it possible that you use the ACE_Map_Tools in your mission?
We've found that if the player is in possession of this 'weapon' the laser is having huge issues getting outside a 20m radius.
We're still investigating how this is possible :)

Ok i fond out why the heils are giving me issues the laser is not updating quick enough its taking 10 to 30s for the laser to move and get a return like its lagging and sometimes it does not update. This may be why the tank LRF is not working too. I tired the GLTDII SOFLAM gives returns fast and the laser point stays where you move it.

Is this on Utes, and with the ACE included test mission, or a custom mission? Incase of the test mission, is there improvement if you disable "Debugmode" ? It should be in your actionmenu.

Updated by Zach about 5 years ago

It was on Utes on the runway i put a AH64 and hit preview. T turn on the laser and it take 10-20s to get a range then if you move the gun the laser stays and take along time to move.

Updated by Sickboy about 5 years ago

  • Category set to Complex
  • Status changed from New to Feedback
  • Assignee changed from q1184 to Sickboy
  • % Done changed from 0 to 20
  • Component set to sys_missileguidance

Please try the hotfixed 1.0.10, build 316.

Updated by Zach about 5 years ago

Still no joy.

Updated by Zach about 5 years ago

I just did a MP test with a friend, his lasers work fine. So maybe its on my end. The hand held lasers work but the LRF in the tanks and the LRF/DES in the helis dont.

Updated by zGuba about 5 years ago

Does it work for You now?

I suggest disabling BIS modules Alice/Silvie and checking for 3rd party mods like GL4 or SLX, they may be very thirsty for resources - on my PC Alice/Silvie break features like laser rangefinder or HALO jumping.

Updated by rocko about 5 years ago

  • Status changed from Feedback to Expired

Updated by rocko almost 5 years ago

  • Target version deleted (1.1)

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