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Once again, at the start of a battle, missiles fly normally, but after facing a few countermeasures, they start failing. The 10/3 version with the 100m effective countermeasures range had the most consistent missiles, even if the flares were a bit useless.
also i continue to beg for you to allow AI turrets to turn as fast as vanilla so that AI tanks aren't nerfed
- Now allow helicopter to pick up more troop if it's starting squad vehicle seats are not all taken without requiring the heli to fly straight into a capture point.
- Smooth out airplane pitch input so it only use 85% of it's raw input power so ai controlled airplane fly smoother
- Allowed airplane with semi/single shot weapon or weapon with only 1 ammo to not needing to slow down when going for an attack run.
- Allowed airplane to go full throttle if it's current weapon is reloading while the airplane is committing attack run (so the aircraft can fly away quickly after unloading).
This is obviously problematic as it ruins game flow, immersion, and can lead to these vehicles being “stuck” as they drive around in circles and collide with each other and other easily avoidable objects.
As a result when you combine HavenM which makes all AI turrets slower turning with mods where the modder intended their turrets to be slow turning IN VANILLA and as a result overtuned it, the effect stacks up and causes AI tank turrets to rotate at a glacial pace as I said on 4 Oct. I will post video proof in bugs report.
- Improved AI accuracy when using weapons that can effectively hit their target.
- Reverted target-seeking missiles to their original behavior, with extra tweaks so they can still hit or miss naturally.
- Reworked AI sub-weapon usage: AI can now properly use sub-weapons such as **grenade launchers, bayonets, and alternate fire modes**.
- Optimized **Specops mode**: the game now reuses dead soldiers on the map to spawn new vehicle and infantry reinforcements, only creating new units if there aren’t enough dead actors available to recycle.
https://www.youtube.com/watch?v=CFFY4G3Fjcw
Very pleasing sight to see but holy shit its suffering to be on the recieiving end
- Back when countermeasures had unlimited effective range, missiles would always fail to track on launch.
- The reason the prior version of this mod, with only a 100 meter effective countermeasure range, did not have this issue is possibly because 100 meters was simply not enough distance to throw off the missile in most cases, given their high speed and trajectory.
From these observations, it seems as if the missile is mistakenly behaving as if their target has already deployed countermeasures, regardless of whether or not this is the case.
I wouldn't know how you wrote the script for this mod, but it seems like there is an error in the system used to keep track of which targets have recently used countermeasures, and determining how well the missile should track its target.
For starters, this behavior also applies in air to air combat.
- At the start of a battle, missiles work just fine.
- It seems that after a few missiles get defeated by countermeasures, subsequent missiles that are launched will also fail to track their target once within 300 meters (which is the countermeasure effective range as set by yourself), regardless of whether or not countermeasures were used.
https://www.youtube.com/watch?v=YNkzsH3P1go
- Tweaked Helicopter halted behavior.
- Further Tweaked Countermeasure(flare/chaff/vehicle smoke) effects on target seeking missile tracking so the missile fall off at longer range once the countermeasure is activated ( 300m from 100m ).
- Overhauled the Top attack Target seeking missile, now they use a more realistic flight path so it behave like they usually do in real life instead of flying on top of the target and drop down when within 50m of the target.
- Also allow Ai to drop certain bomb from aircraft much sooner (For Vortex's f104 bombs)
And also I didn't just say slow, I said GLACIALLY slow. The turrets seem to be rotating only a couple degrees per second which is nowhere near fast enough to reasonably track targets unless both the tank and its target are completely stationary. So it frequently results in the tank stopping to aim and fire, slowly turning its turret onto a target, then before it can fire either the target repositions or the tank turns in a different direction, throwing the turret off target so it continues to slowly turn, repeat until tank gets destroyed by infantry having never been able to traverse onto the target and fire its guns
Crazy timing
-Fixed that one tracked vehicle from SOFA
-Improved Airplane/Helicopter attack run accuracy now taken into account the aircraft's velocity, improving their attack run accuracy
-Also added a 8 seconds cooldown to airplane target sharing so the aircraft can stabilize their flight height before commit to another target, also to avoid crashes and being target for ground units.
Only a few minor issues.
- The missiles are so effective that they have a fairly good chance to hit their target despite flares. This has occurred even over pretty large distances. It seems that the only way to reliably evade a missile is to flare, then turn towards the missile and continuously barrel roll until it overshoots. At least this cuts both ways for the player and the bots, so it's consistent.
- Large and slow moving aircraft (like V+ Strategic Bombers) have a hard time dodging missiles, as their large hitbox means they often get struck by missiles regardless of countermeasure deployment.
Despite these problems, this is probably the best that HavenM homing missiles have ever been. Just a few small tweaks and it'll be perfect.