(SOLVED) BUG REPORT: ECM IN 4.34U2 does not work in 2Ship
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Version
4.34.2 (x64)Build
20805Detailed Description
Flying an F-16, when engaged by a SA-2 battery, I normally wait for the SA-2 to lock and fire its 3 missiles towards me before I turn on my jammer. The lock would be broken and missiles trashed.
I have always used this tactic and it has always worked. Now, in 4.34U2 I was flying in a TE in a 2Ship and noticed that the SA-2 FCR does not loose the lock anymore when jammer is activated, even if I am at engagment max range.
I repeated the same attack as single ship and suddenly, the jammer was working again as before. Repro case is below.Reproducibility Procedure
1. Make a new TE in Korea Default, unmodded.
2. Set all skills to ace
3. Add SA-2 battery to NK side (Onjing AB)
4. Add F-16 2 Ship to attack the Sa-2
5. Enter 3D outside the WEZ, fly towards the SA-2, A20, put wingman in Spread, default range.
6. When Sa-2 shoots at you within the WEZ, turn on your ECM. Nothing happens, i.e. missiles will guide until impact.COMPARE TO
4. Add F-16 1 Ship to attack the Sa-2
5. Enter 3D outside the WEZ, fly towards the Sa-2, A20
6. When Sa-2 shoots at you within the WEZ, turn on your ECM. Radar lock will break as soon as the jammer is turned on. Missiles are thrashed.Expected Behavior
ECM should work independently if I am flying with wingman or not.
This was working in 4.34.0 and versions before.
I did not fly 4.34.1, so I dont know when this bug entered the code.
Dont know if it happens for other number of aircraft, or other SAMs. It can be quickly tested though. -
i remember SA-2 has no HOJ capbility.
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how is that related to my post?
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It’s not.
Try in U3? I suppose it will be the same but…
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In the change log of U3 nothing was changed in this respect. I will not install another version potentially with the same bug right now. Will wait some dev write something.
I suspect that this bug was inserted in U1 when some beta testers I was flying with reported a RWR/FCR issue. MavJP worked on that and he will know what to do. -
Could not reproduce your described behavior. But I’m on U3.
Have build an TE as you described
1. Make a new TE in Korea Default, unmodded.
2. Set all skills to ace
3. Add SA-2 battery to NK side (Onjing AB)
4. Add F-16 2 Ship to attack the Sa-2
5. Enter 3D outside the WEZ, fly towards the SA-2, A20, put wingman in Spread, default range.Entered the WEZ 5 times waited for missile launch turned ECM on and turned to leave WEZ. On the last 2 I even stayed within the WEZ. Not hit so far all missiles went breack lock
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When you turn on the ECM, is the lock break instantaneously?
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Don’t have tacview advanced so can’t show the radar locks
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In my repro case, I never said to go cold. I never said to launch chaffs or flares.
You are not even flying towards (=direct to) to the Sa2 battery in the engagements.The repro is very simple for U2 and made sure it is reproduceable, otherwise I would not post here.
Turn your ECM manually as in the repro case.
So answer please my question: In U3, when you turn on the jammer after your RWR tells you a missile was launched at you, does the RWR goes silent? Is the break lock?
I am sorry to ask, but I need to ask you: Do you know how to recognize that a lock was break, correct?Can someone else also please check that in U3?
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Honestly, I think the people you’re trying to get interest from will expect you to do it yourself.
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good point……will install U3 later today.
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good point……will install U3 later today.
no code change in U3 on that point and from a code point of view, beeing a single ship or a 2 ships makes no difference at all…
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just tested in 4.34
2 ships
i enter in SA2 WEZ, i am fired bu a SA2 head on, a few seconds after i turn music on, after a few the radar looses track and missile miss.
No issue here
are you sure your SA2 is within your ECM coverage ?
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Take a look on those videos in U2:
https://drive.google.com/open?id=1RDl-56Qkhaelc0TUxDxPjTC8a8CKkEw8
Single Ship (sent Wingman home, he was 20nm from me): https://drive.google.com/open?id=1RDl-56Qkhaelc0TUxDxPjTC8a8CKkEw8
2Ship as in repro case: https://drive.google.com/open?id=1AD5u8nBSucW279NqDwRhGNxdcGRj9hXoBut I found something different: The FIRST time I run the mission (after a fresh start), the two-ship works as advertised i.e. as the one ship. If I run the 2-ship without restarting falcon, then it behaves like in the video above.
Ok, I know I should restart falcon after 3D….but never thought that after a small TE would be required. Damm it.
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Ok, I know I should restart falcon after 3D….but never thought that after a small TE would be required. Damm it.
you really want me to inforce restart in SP as well ?
because that can be easily done….
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Actually, I found terrible when I first tested it with Zip and the other guys, but now I see how nasty effects it can have even on very simple TEs.
And I knew it should be restarted but didn´t do, well, is a F-16 against a SA-2, what can go wrong, isnt? I can imagine that lot of new people coming to Falcon are seeing “features” which actually do not exist at all.You should force restart in SP as well, if you ask me today……