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0002005AFRF[All Projects] Generalpublic2016-03-23 09:212016-04-24 14:12
kennedy4273 
Soul_Assassin 
nonemajoralways
closedno change required 
 
 
No
1.56
Yes
ACE 3.5.1, and many other mods but ACE is the mod I reliably get problems with.
0002005: BMP-3 FCS Zeroing Odd Behavior with ACE 3
In the BMP-3s equiped with the modern FCS, when trying to zero any of the weapons at a fairly long distance, the shot will always land high, even missiles, unless the target is zeroed while a missile is loaded and selected. Using this zeroing, all weapons are extremely accurate up to and past 2km, which is impressive. However once the zeroing is reset with any other weapon, including the 100mm with HE shells loaded, the weapons become inaccurate again, always landing high.

This only occurs when ACE 3 is also loaded. See Additional Information.
Have ACE 3 as a loaded mod. My current version of 3.5.1 but I have noticed this with most previous versions.
Load a BMP-3, one of the later models with the modern FCS. Can be any map, even Virtual Reality, although an actual map provides better targets, and the effect is easier on targets that aren't perfectly flat to the ground, such as far hillsides.
Chose any weapon except for the ATGMs.
Zero on a target. The farther away the more noticeable the effect, best past 1km.
Fire with any weapon. Observe all shells land high, even the ATGMs
Reload the 100mm with ATGMs, and once loaded, zero the gun again.
Fire any of the weapons, without touching the zeroing key, and watch as they all land on target, even out to considerable distances, regardless of weapon type.
Re-zero using any other weapon besides the ATGMs, and watch all shells start landing high again.
This is quite annoying as the BMP-3 is one of my favorite vehicles. This bug basically prevents the BMP-3 being accurate past say 500m while using ACE, which is a real bummer and totally ruins the effect of having a FCS.

Normally I use my community's mod-pack, which contains quite a few mods such as ACE, CBA, and various unit mods. After some experimentation, I determined this odd behavior occurred only when ACE 3 was loaded. I have no idea why or how ACE 3 is messing with the FCS, but the FCS functions normally with no mods loaded or even CBA loaded. It was as soon as I loaded ACE 3 that the problems began showing up.

My guess is something with how ACE handles vehicle FCS. Another thing to note is so far the BMP-3 is the only vehicle this affects, although I haven't tested very many.

I have done all my testing in single-player. I do not know if this bug is still present in a multiplayer environment.
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Issue History
2016-03-23 09:21kennedy4273New Issue
2016-03-23 09:30Soul_AssassinNote Added: 0004121
2016-03-23 09:30Soul_AssassinAssigned To => Soul_Assassin
2016-03-23 09:30Soul_AssassinStatusnew => feedback
2016-03-23 10:18kennedy4273Note Added: 0004122
2016-03-23 10:18kennedy4273Statusfeedback => new
2016-03-23 10:46Soul_AssassinNote Added: 0004123
2016-03-23 17:21kennedy4273Note Added: 0004124
2016-03-23 19:27kennedy4273Note Added: 0004125
2016-03-24 15:02reyhardNote Added: 0004128
2016-03-24 15:02reyhardStatusnew => closed
2016-03-24 15:02reyhardResolutionopen => no change required
2016-04-24 14:07Michalm1393Note Added: 0004292
2016-04-24 14:09Michalm1393Note Deleted: 0004292
2016-04-24 14:12Michalm1393Note Added: 0004293

Notes
(0004121)
Soul_Assassin   
2016-03-23 09:30   
Weapons always have to be rezeroed after loading new round. This is expected behavior. The FCS has to calculate for the current round. Does this explain your question? If not can you please rephrase the question more clearly?
(0004122)
kennedy4273   
2016-03-23 10:18   
With ACE, even after rezeroing every time I change gun, the shots land high. Only with the 'missile zeroing' are the shots accurate. Again, only happens with ACE installed.
I'll try and record a video showing this behavior. That would probably help.
(0004123)
Soul_Assassin   
2016-03-23 10:46   
ok, but we would probably have to forward this to ACE 3 team, as it appears that something in their code is doing this.
(0004124)
kennedy4273   
2016-03-23 17:21   
Here is the video, showing the BMP-3 with just @cba_a3 loaded (v2.3.1) and with @cba_a3 + @ace (v3.5.1). Notice that with @ace loaded, all the shots land high except when using the "missile zeroing." I am impressed with how far this vehicle can reach when properly zeroed.

https://youtu.be/xw-bjrElyXM [^]

I made a typo at the beginning, should be @cba_a3, not @cab_a3.

Anyway, I hope this clears up any confusion over what was happening.

Do you want me to make a bug report for the ACE team, or would you rather do that on your side?
(0004125)
kennedy4273   
2016-03-23 19:27   
The issue is also present with the BMD-4, since it uses the same turret and FCS.
(0004128)
reyhard   
2016-03-24 15:02   
https://github.com/acemod/ACE3/blob/master/optionals/compat_rhs_afrf3/CfgVehicles.hpp [^] are you sure you are using latest compatibility pbo? better to report it here since ACE team is responsible for maintaining compatibility
(0004293)
Michalm1393   
2016-04-24 14:12   
For anyone interested there is ticket on ACE feedback tracker :
https://github.com/acemod/ACE3/issues/3141#issuecomment-213942114 [^]