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BAF Vehicles BUG REPORTS

106 posts in this topic
Posted: Sat Sep 16, 2017 11:54 am     Super secret spam barrier
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Marine
Marine
Other duties:

Posts: 127
Location: Leicester
Ribbons:
Service Medal (2) Donator (1) Asset Medal [Armour] (1)
Operation Medal (2)
Vehicle
Land Rover WMIK GPMG (All GPMG variants)

Bug
Rearming at a service point does not replenish ammo.

Steps to reproduce
Empty ammo out of the vehicle by any means (partially or fully).
Select Rearm from a ground vehicle serving point.
No ammunition will be resupplied.


Posted: Sat Sep 16, 2017 12:23 pm     Super secret spam barrier
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Corporal
Corporal
Other duties:
Modder

Posts: 2281
Location: Ipswich, Suffolk
Ribbons:
Service Medal (4) Donator (1) Modding Team (1)
Recruitment Team (1) Leadership (1) Asset Medal [Air] (1)
Public Regular (1) Operation Medal (3)
Oversight on my part, fixed in dev!


Posted: Wed May 08, 2019 9:43 am     Super secret spam barrier
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Marine
Marine
Other duties:
Operations Design Team

Posts: 1175
Ribbons:
Service Medal (1) Media Man (1) Donator (1)
Mission Designer (2) Asset Medal [Air] (1) Operation Medal (3)
Vehicle
Merlin HC4 18 GPMG

Bug
Only 14 available passenger slots in cargo.

Steps to reproduce
Placed a crewed Merlin HC4 18 GPMG object in Editor. Moved two sections (16 troops) into the helicopter, 2 can't get in.
Replicated in Zeus.

heli emptyPositions "cargo";
 Returns 14.

Image

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All my content is available with the CC BY 4.0 license.


Posted: Wed May 08, 2019 9:50 am     Super secret spam barrier
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Marine
Marine
Other duties:
Operations Design Team

Posts: 1175
Ribbons:
Service Medal (1) Media Man (1) Donator (1)
Mission Designer (2) Asset Medal [Air] (1) Operation Medal (3)
Vehicle
Merlin HC4 CSAR

Bug
Passengers sit on stretchers rather than lay down.

Steps to reproduce
Place object, move units into cargo.

Image
Image

My YouTube Channel
All my content is available with the CC BY 4.0 license.


Posted: Tue Jun 23, 2020 9:29 pm     Super secret spam barrier
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Posts: 1
It came to my attention that multiple choppers (example: Merlin HC3 CSAR) are spawning with vanilla MXs as well as corresponding magazines in the vehicle inventory. It would really nice to have either 3CB weapons spawning within the helo inventory or no weapons at all.
I could not find any mentioning regarding this issue within this topic. In case it was already mentioned before and I didn't catch it, feel free to disregard this message.
Thank you.


Posted: Wed Jun 24, 2020 1:07 pm     Super secret spam barrier
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Recruit
Recruit
Other duties:

Posts: 10
Location: Southern Pansy Fields, UK
Vehicle

MQ-9 Reaper, v8.0 or v10.0 of 3CB BAF Vehicles (the readme in the main folder says 8.0, the bisign key attached to the Reaper PBO says 10_0)

Slot

Pilot / UAV Terminal

Bug

In flight, the Reaper's responsiveness in pitch seems extremely low when compared to roll and yaw. Although this can be accounted for when flying manually, the programming of the UAV terminal seems to assume a much higher pitch rate is available, presumably based on the Greyhawk's flight characteristics.

As a result, the Reaper takes much longer to level off from a climb or descent, but initiates the level-off at the same point that the Greyhawk might. This tends to result in it busting through its target altitudes - not a problem in the climb, but in a descent this has on numerous occasions resulted in the Reaper crashing into terrain as it very slowly pulls the nose up to capture the target altitude.

As mentioned, hand-flying and bearing in mind the slow pitch rate means that CFIT can be avoided. For automatic flight, another method has been to use step descent - from 1500 down to 750, 750 to 500, 500 to 200, and then initiating the landing autopilot, at which point the Reaper can generally be trusted not to smash into anything.

However, this negates the whole point of the "LAND" function in the UAV terminal - having the Reaper RTB and land itself automatically becomes more labour-intensive than just flying it yourself.

This behaviour occurs both with a custom list of mods I use when playing KP Liberation, and with 3CB's Public Modset from the Arma3Sync download. Over water, in a descent from 2000m to 500m, the Reaper barely manages to level off above the surface, at around 60m, before climbing back to 500m. From 800m down to 200m, the Reaper crashes into the ocean.

Would it be possible to increase the Reaper's responsiveness in pitch, or increase how far in advance it anticipates the target altitude and begins to level off? Or possibly reduce its target rate of descent when under autopilot?

Many thanks!


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