I see this is marked as solved. Has it been confirmed as a bug or something else?
Posts made by Vosene
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RE: Objects appearing intermittently in TGP
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AI Missile Evasion Across Different Theatres
Our Sqn have noticed a variation in how AI aircraft react to try and defeat Slammers in different Theaters. In some Theaters they drag and perform defensive breaks, in others they barely react to being shot at. This is general behavior noted across many MP flights rather than one specific engagement.
I would have expected the AI defensive response to driven by the AI level such as Ace, Veteran, Rookie etc but, even allowing for this, an Ace AI aircraft of the same type in one Theatre seems to respond very differently in another Theatre.
Are there settings adjusted by the Theatre creator that might account for these AI differences?
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RE: Kuwait Theater tester version 2 (434U1)
Sorry. Old saves are unlikely to be compatible with new versions. In the new changes: some airfields, added cities, villages, links. And updated pack map file.
Thanks. Appreciate the quick response
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RE: Kuwait Theater tester version 2 (434U1)
Thanks for the Theatre SpbGoro, we’re flying the campaign in our Sqn and really enjoying it.
Question on Theatre Update 4 (not BMS Update 4), are saves from Theatre Update 3 fully compatible with Theatre Update 4? We don’t want to have to restart our Sqn campaign so if they aren’t we’ll stick with Theatre Update 3 until we finish it.
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Remove Update showing as Currently Installed when Setup CTDs
Had an issue where I forgot to disable AV when installing U4 and Setup had a CTD without installing U4 fully.
I couldn’t reinstall U4 because Setup was showing it as already installed but in-game still showing as U3.
Rather than having to do a complete reinstall, I removed the last block of text from the file …\Falcon BMS 4.34\User\Config\Setup.ver and Update 4 disappeared from the Installed section in Setup and I was then able to successfully install Update 4, this time with AV off. Only remove the last paragraph of text, other paragraphs refer to previously installed Base and Updates.
It would be very useful if you were able to force reinstall of the latest Update from Setup even if it is already showing as Installed but this is workaround while that option is not available.
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RE: Possible SA-4 Bug
More materials are here.
https://www.benchmarksims.org/forum/showthread.php?32545-This-is-what-I-worked-in-the-last-2-3-yearsFantastic info, thank you.
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RE: Possible SA-4 Bug
In fact in RL this could be happen because of how it worked. I guess this is not modelled.
http://www.mediafire.com/file/pxcprn8r132p1jj/2K11_Krug_%2528SA-4%2529.pdf/fileThanks for the info molinbalage. If this is modeled then that is extremely impressive, hopefully the devs can clarify. I note that the document talks about a short transmission from the FCR but in the HAD there has been no green 4 symbol showing. The way it is currently modeled in BMS, if the 4 was lighting up and being detected, even for a second, the HAD would show it, in green if it stops transmitting. This has not been the case in any of the 4 shoot downs I mentioned above.
We will test against the SA-4 unit with the Long Track destroyed and see if it is still happening. If it is then it isn’t using the engagement mode referred to in the linked document.
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RE: Possible SA-4 Bug
It varies. Yesterday I was flying straight and level with the SA-4 at my 10-11 o’clock at 20nm when it fired. During the missile time of flight I began about a 30-40 degree banked turn to the right and the SA-4 was about at my 7 o’clock with me straight and level again when the missile hit. I was looking at the HAD when the missile fired, there was no 4 symbol, green, yellow or red at any point. I also did not get any MUD 4 or launch warning at any point. I was testing for this issue so I was watching the RWR very closely. Unfortunately, due to being above the cloud base I couldn’t see the launch visually. My wingman did see the missile at the last second but not in time to give me a break call.
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Possible SA-4 Bug
**Version
4.34.0 (x64)**Build
19631Detailed Description**** Created own TE. When entering SA-4 WEZ it is possible for the SA-4 to fire missiles at own aircraft without getting any ‘4’ Pat Hand Mud indication on the F-16C-52CM RWR and no Launch Warning. This has been confirmed in MP using two different TEs and by multiple human pilots. Some web-sites list an optical engagement mode for the SA-4 but this does not seem to be modeled in BMS. If it is, one launch involved an SA-4 firing at a target at 19.5nm away at Angels 21 and M0.9 with significant cloud and no RWR or launch warning. This would likely put it outside any realistic visual engagement parameters.
Example files
TE file can be provided as required.Reproducibility Procedure
1. Seen in 2x created TEs, which can be provided as required. Also have host ACMI in TE when 2x human aircraft were shot down by SA-4 without either aircraft getting any RWR warnings.
2. Enter WEZ with music off.
3. Get Long Track on RWR.
4. Sometimes, but not always, SA-4 will fire without a Pat Hand ‘4’ symbol on RWR or launch warning. This has happened to 4x human pilots so far when testing 4.34 AI SAM tactics.
5. Often happens when turning away from SAM.
Expected Behavior
Pat Hand MUD ‘4’ symbol and tone plus launch warning when being engaged. -
Possible Tanker Track Bug
**Version
4.34.0 (x64)**Build
19631Detailed Description**** Created own TE. When own aircraft is in refueling queue, tanker continues to fly short orbits rather than fly between the two refuel steerpoints that are 90nm apart. As per BMS manual, once tanker is de-aggregated it should fly 2 min legs (approximately 20nm) from first refuel steerpoint until it has aircraft in the refuel queue (Y1 and cleared to pre-contact). Once aircraft are in the refuel queue the tanker should then fly between the refuel steerpoints, instead the tanker continues to fly the 2 minute legs. As a work-around, it may be solved by having an AI flight refuel prior to a human flight but this hasn’t been confirmed on multiple occasions.
Example files
TE file can be provided as required.Reproducibility Procedure
1. Seen in multiple created TEs.
2. Tanker setup with 90nm between refuel points.
3. FL checks in with tanker within 10nm.
4. Tanker continues to turn in short ~20nm orbits even when aircraft are in queue, pre-contact and contact positions.
5. Confirmed in SP, MP and by multiple people.
Expected Behavior
As per BMS manual, once aircraft are in the refueling queue, tanker should fly distance between refuel steerpoints as per the created flight plan.