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IDProjectCategoryView StatusDate SubmittedLast Update
0002005AFRF[All Projects] Generalpublic2016-03-23 09:212016-04-24 14:12
Reporterkennedy4273 
Assigned ToSoul_Assassin 
PrioritynoneSeveritymajorReproducibilityalways
StatusclosedResolutionno change required 
PlatformOSOS Version
Product Version 
Target VersionFixed in Version 
Summary0002005: BMP-3 FCS Zeroing Odd Behavior with ACE 3
DescriptionIn 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.
Steps To ReproduceHave 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.
Additional InformationThis 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.
TagsNo tags attached.
Is it a wish/request?No
RHS version
Arma 3 version1.56
Did you used any other mod when the error occurred?Yes
Which mods?ACE 3.5.1, and many other mods but ACE is the mod I reliably get problems with.
Attached Files

- Relationships

-  Notes
(0004121)
Soul_Assassin (administrator)
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 (reporter)
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 (administrator)
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 (reporter)
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 (reporter)
2016-03-23 19:27

The issue is also present with the BMD-4, since it uses the same turret and FCS.
(0004128)
reyhard (administrator)
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 (viewer)
2016-04-24 14:12

For anyone interested there is ticket on ACE feedback tracker :
https://github.com/acemod/ACE3/issues/3141#issuecomment-213942114 [^]

- Issue History
Date Modified Username Field Change
2016-03-23 09:21 kennedy4273 New Issue
2016-03-23 09:30 Soul_Assassin Note Added: 0004121
2016-03-23 09:30 Soul_Assassin Assigned To => Soul_Assassin
2016-03-23 09:30 Soul_Assassin Status new => feedback
2016-03-23 10:18 kennedy4273 Note Added: 0004122
2016-03-23 10:18 kennedy4273 Status feedback => new
2016-03-23 10:46 Soul_Assassin Note Added: 0004123
2016-03-23 17:21 kennedy4273 Note Added: 0004124
2016-03-23 19:27 kennedy4273 Note Added: 0004125
2016-03-24 15:02 reyhard Note Added: 0004128
2016-03-24 15:02 reyhard Status new => closed
2016-03-24 15:02 reyhard Resolution open => no change required
2016-04-24 14:07 Michalm1393 Note Added: 0004292
2016-04-24 14:09 Michalm1393 Note Deleted: 0004292
2016-04-24 14:12 Michalm1393 Note Added: 0004293


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