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Posted Hide Post
Hi,

Just played 1.02 again last night and figured-out how TWS mode works in the SU33 (thanks Iron0815) using (-,=) keys to zoom range of TWS in/out and now I can see the targets from > 256kms on the MFD (providing I've switched on EOS briefly).
Situational awareness is harder than in 1.0 sometimes but I'm sure the developers had good reasons to change this... Would be grateful if anyone from the lomac team could shed some light on this...)

I hope if any devs read this they may consider updating 1.02 patch documentation somewhere to describe how the new TWS/Awacs mode works in the Su27/33... (or promote a link to a document describing revised russian BVR tactics for 1.02)

I must also commend the developers & lomac community for an awesome job with the new patch - I've been playing multiplayer games with no crashes or problems - very stable now on both my machines & dig that 3D sound!! - thanks again!

Best regards,

CdrWeasle


quote:
Originally posted by Iron0815:
The BVR sub modes are not working for the Flanker. Only the SCAN sub mode is available.
But in Scan mode you cant do the manual selection as described in the reference manual.
Preselecting a target with tab is not possible. The radar goes immediately in attack mode.


quote:
Originally posted by CdrWeasle:

Thanks for your reply Iron0815 Smile
Do you (or any Dev's reading this) know whether this was done to improve realism - ie. have these BVR submodes been removed to simulate what systems the flanker would typically have - is this the situation in real life?

I have found that the su33/27 now is all around disadvantaged BVR against the US planes (esp. the F14A Roll Eyes Also not sure how to get better situational awarenes in su33/27 - ie. how would I locate enemys 40 to 100kms range without resorting to F10 (theatre view)?

If the change of BVR modes in 1.02 has been made to make the simulation reflect real life capabilities of these aircraft, I will accept it and start brusing up my BVR tactics...

Thanks again,

Cdr Weasle
 
Posts: 10 | Registered: Tue May 04 2004Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Can someone explain why different files are installed for the French release of Lock On when choosing different upgrade paths to the 1.02 release.

To validate this I installed the 1.0 release again (uninstalled and deleted previous installation folder), and then applied the French 1.0-1.02 patch and backed up the directory. I then uninstalled and deleted the install directory and repeated the 1.0 install and then followed that with the 1.0-1.1 French patch and finally I applied the French 1.1-1.2 patch and then performed a comparison between this installation and the 1.0-1.2 installation.

As a result the differences are 3 files deleted (1.01_Patch_Readme_fr.txt which is OK; network.ini and shapes.bin) not sure why these files are present in the 1.0->1.1->1.2 installation and not in the 1.0->1.2 installation?

The big difference is the .wav files, the following folders do not have the same files as compared to the other patch route.

.\Lock On\Sounds\FrenchVersion\USA\COMPUTER
.\Lock On\Sounds\FrenchVersion\RF\awacs

Finally there are some additional files which also do not compare between the upgrade routes,

.\Lock On\FUI\Resources\DEditBox.res ???
.\Lock On\Graphics.dll ???????
.\Lock On\FUI\Resources\AboutData.txt <- not an issue
\Lock On\Readme.txt <- not an issue
\Lock On\Readme.doc <- not an issue
.\Lock On\Config\View\View.cfg ???

Perhaps someone can take a look into this and let us know the best upgrade path for Lock On based on these differences and what are the correct files that we should be using.
 
Posts: 232 | Registered: Thu June 03 2004Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Another bug is that you can't see inbound missiles in both the Flanker or the MiG in Fast Battle Planners which leads makes me enable the easy radar Razz
 
Posts: 356 | Registered: Thu July 11 2002Reply With QuoteEdit or Delete MessageReport This Post
Picture of Yojimb0
Posted Hide Post
first time flying on a network (150 player LAN on Gigabit network) and it was poor - i was getting normal Frame Rates.. but the host was getting unplayable Rates..

we were both on Nforce2 chipset motherboards

we got a 3rd party to join us and host on his P4 3blah GHz with an Intel NIC, we got really poor FPS 3-4 while he was fine.. -we were also running team speak

i'm guessing that this is a huge network bug Smile

 
Posts: 205 | Registered: Thu January 23 2003Reply With QuoteEdit or Delete MessageReport This Post
Picture of [340th]PerBjarte
Posted Hide Post
quote:
Originally posted by manny bianco:
Going back to the track ir thing, I reinstalled lomac + patch, reinstalled TRACKIR (trackir 2 on 3.03 of the software), and it seemed to work again. Left LOMAC to go start fiddling with my ch mappings, and now whenever I go back in trackir doesnt work again. LOMAC seemed to find it after the reinstall and then lose it again.

Any more suggestions?


There are a new version for the trackir out, i think its 3.11, you nead them for your trackir to work ok

BUG: when flying after doing a clean install, and paching from 1.0-1.02 i no longer can see AC at 10NM, or traffic at 5NM, i have to be closer like before, i also have a trim problem, but only side ways, nott up and down.

Windows XP SP1
Asus A7N8X-X nForce2 400/MCP
AMD Athlon XP3000+ 2.1GHz 400MHz
1Gig Gail DDR 400MHz PC3200
Abit S.Geforce FX 5200DT 128MB
2x Western Digital Caviar 80GB IDE 7200RPM SE 8MB cache
Asus CD-RW IDE 52x/24x/52x
Samsung 19" CRT Syncmaster
TrackIR2
Saitek X45 Joystick & Throttle
Logitech Z-640
 
Posts: 347 | Registered: Mon April 01 2002Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
1.02 Bugs relating to the French release of Lock On.

1. Training Missions # 1 and 2 for the SU-27 do not work correctly, the associated .sbt files training0401 and training0402 do not match the track files that they are associated with and are thus impossible to follow. This issue was also present in the 1.0 and 1.01 release too.

2. Ctrl-M is currently assigned as trim down when using the French release with a French keyboard, unfortunately this key is hard coded for the Chat mode when playing a multiplayer game.
 
Posts: 232 | Registered: Thu June 03 2004Reply With QuoteEdit or Delete MessageReport This Post
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Mission Editor

There is no way to prevent strike aircraft from attacking air defenses - often they're even spending their ordnance on them which they need to attack their primary target. Even worse, when you have enemy long-range search radars in the theatre and a friendly AWACS, they will always fly off to attack those radar sites even if it's far behind enemy lines - in any complex scenario this leads to certain death for those planes, and no planning so far could prevent this. Without an AWACS they won't engage from as far away, but they still do.

In short, it would be great if we had finer control over the AI regarding what types of non-primary targets the AI will engage, and from what distance.
Or at least turn off the aggressive behavior for some of the Tasks.

Thanks.
 
Posts: 15 | Registered: Mon July 12 2004Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Bugs in 1.02:

1. In the F15, hitting NAV (1 key) twice in quick sequence resulted in a full lockup, needed the reset button to restart the machine. Happened in multiplayer online. Also happened in the A-10, but it only froze the screen for about 20 seconds, again online.

2. Several times now I've had the "instruction at nnnnn" memory cannot be read message, and the game shuts down. Restarting without a reboot recovers.

By the way, hardware sound acceleration to 'off' helps fps quite a bit.

It's a clean install, then 1.00 to 1.02 patch.

P4C800ED Asus board, 3.2GHz P4, 1024 DDR RAM, Radeon 9800 Pro, dual 80Gig Seagate SATA drives in a RAID-0 configuration.
 
Posts: 7 | Registered: Sun December 28 2003Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Patch is great, game plays much better. But, there is still a bug with the radar in the F15. If you lock an a/c up in BVR, then unlock it all the radar contacts dissappear and cannot be re-acquired. Once they enter 10nm they can be locked up with the mode on the 3 key (can't remember it's name).

Athlon XP3000+
756MB RAM
GeForce 4TI4600
Asus A7N8X Deluxe

=EK=Dragon
 
Posts: 30 | Registered: Tue May 18 2004Reply With QuoteEdit or Delete MessageReport This Post
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Cool, its greatt hat another patch is being considered. I would ask that priority be given to the following, as they are MAJOR show-stoppers when one considers the creation of a complex MP mission - I HAVE a mission to demostrate this problem, do NOT hesitate to ask me for it! :


-Friendly fire with SAMs in MP
-SAMs ceasing to function when powerful SAMs are put into the game in MP - seems to happen only on a side on which there are players (ire. AI sides not affected) but it could have to do with certain AI groups being spawned late (ie enemy aircraft being spawed late)
-The gun pipper ont he russian Aircraft



Some other things that'd be nice to look at but may be a chore:

-The AI doing what it's /meant/ to do instead of going off and attacking targets that aren't part of its mission. FOCUS.
-Certain aircraft parts not showing up in MP ... for example, when you open the airbrake on the A-10, others don't see this
-There is still a problem with people's custom payloads being invisible unless they hit the save button.
-The boom/drogue deployment bug for refuelling aircraft in MP ... I know you say it's unsupported, but if you look into the above things, it's really jsut a transfer of one variable from server to clients after all - just like being able to see a Sue's airbrake pop open. C'mon Big Grin
-TWS mode on the F-15C goes to stt when locking into a jamming aircraft despite burn-through. THis isn't right.
-The HSI and HUD need some fixing in terms of navigation - you shouldn't need to have to switch to nav mode for your HSI to update the distance correctly. In addition, in the F_15C sometimes the distance to a waypoint displayed on the HUD is porked.
-AoA indicator in the F-15...still porked.

Some easy, though perhaps tedious stuff:

-Bombs need a serious frag radius and we could use some AIR type bombs on the A-10. This is a pet peeve - you can drop an Mk-84 from 30' and survive it.
-Cluster bombs ... they should be dropped form a minimum altitude AGL to be effective, and if possible, please make the bomblets hit things - right now the Clusters will destroy anything that's doent he centerline of the explosions, but nothing on the sides - ie. if a vehicle is within the attacked area, where bomblets are exploding, but is not on the centerline of the pattern, it will never be destroyed. Or so it seems, anyway.
 
Posts: 1757 | Registered: Wed December 31 2003Reply With QuoteEdit or Delete MessageReport This Post
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A minor, petty issue to be sure, given everything else mentioned (and I apologize it this has been mentioned before), but can you guys fix the intake ramp for the F-15C player aircraft so that it operates properly? If it can't be fixed, then can you at least stick it in the down position? Looks much cooler that way, as opposed to the full open pos... Big Grin

Thanks,
Ramp
 
Posts: 37 | Registered: Fri October 03 2003Reply With QuoteEdit or Delete MessageReport This Post
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Hi all.

This is a bug that I have noticed. The speed/altitude are different in the f10 and the F2 mode. These are taken while I paused yet the numbers are different.






Thanks, -KILSEK

 
Posts: 337 | Registered: Mon April 22 2002Reply With QuoteEdit or Delete MessageReport This Post
Picture of KILSEK
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Hey folks.

I am also wondering if (what I believe are)graphic bugs should be posted? I understand that they can be considered small and somewhat non-irrelevant, but may be bugs. Would they be addressed if posted? Thanks, -KILSEK

BTW, I appreciate the effort and support of starting such a topic, and I understand, no promises.

 
Posts: 337 | Registered: Mon April 22 2002Reply With QuoteEdit or Delete MessageReport This Post
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The main things I can think of is-
1. I too am getting the "memory could not be read" error from time to time. Not always- but it does happen.

2. I have noticed that the R73 seems really weak. Specifically- I played an SU-33 mission from MAdDogMcQ's site. I wounded an F15 pretty severely, he's continuing to stay airborne. At a target speed of >330 kts. (@ a side-ish angle, but well within aspect) the missile misses him from a range of about 1 km. A second shot under similar circumstances yielded same result.

3 I don't know how to describe this well so bear with me. MP seems to degrade after a while. Just strange malfunctions. I DONT know if it's bugs, lag or what.. just hoping for some ideas. The most glaring example is in a post that I have already made. The A-10 TVM fails inexplicably. The zoom on the IR's will not hold. I hit it, it zooms in, and immediately falls back -on it's own- to what is it.. 3x? anyway.. whatever the focal length- you get the idea. it just started doing that for no reason and rendered my plane kind of useless. I was the host & I had to stop the room- I had 7 players in there. The rest of the complaints from the players in the session involved mainly radar quirks, failures of a missile to secure a lock, and/or to track. I am saying now that I suspected pilot error more than anything here, as it involved the F15. I read plenty of "bug" posts that are clearly not knowing how to use it.

4. Please. Some realistic blast radius modeling for all of the various weapons. Iglas are NOT little Terminator II's. They cannot survive a hand grenade going off 5 feet away, nevermind a MK 84 or 20! Same story for Tomahawks,(kills 1 vehicle in a convoy?!?), and I'm sure there are other examples. This is not a new complaint.
 
Posts: 2552 | Registered: Thu August 28 2003Reply With QuoteEdit or Delete MessageReport This Post
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The trim adjustment is too coarse.
A clic produces a great big change in the planes attitude and it's impossible to get the plane to fly level. Frown
I have my trim mapped to the joystick view button as I have TIR.
AMD2500+
Asus A7N8X
1G 333MHz
5200 Ultra128
WinXP Home
M$ non FF stick

 
Posts: 83 | Registered: Mon December 09 2002Reply With QuoteEdit or Delete MessageReport This Post
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the tv maverick doesn;t "snap on" till we go very near the target

VIA P4MA-L 266; Intel Pentium IV 1.6 ghz; IBM 40GB 7200rpm Hard disk; MSI Geforce 4 Ti4200 128Meg 8X card; Onboard sound; Logitech Wingman Attack II joystick
 
Posts: 1488 | Registered: Sat April 12 2003Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Kh-25MP is broken, it will not hit moving targets, no matter what.
 
Posts: 173 | Registered: Mon January 05 2004Reply With QuoteEdit or Delete MessageReport This Post
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Bug with B-52 bombing runs. It shoukd be enabled for b-52 to ripple all bombs including external pylons (if external pylons are present it drops two bombs per pass).
 
Posts: 66 | Registered: Sat August 23 2003Reply With QuoteEdit or Delete MessageReport This Post
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A few minor bugs to report :
(US version with US patch)
arrestor hook on the SU-33 doesn't seem to catch the wire, while it was on the 1.01.
Several memory dump crashes with a come back onto windows desktop...
EOS detection seems ineffective within a 64km Range on russian airplanes...

and still multiplayer bugs:
network synchro caracterized by planes having an herratic behaviour on runway or carrier, catapult bug still not solved, air-refueling bug still persistent (baskets invisible and autopilot propelling the client aircraft into the refueler)
I know that ED gives their best to make the game perfect, this post is not negative, just an informative one Smile

good work again for making the game better and so near reality Smile
 
Posts: 19 | Registered: Tue April 06 2004Reply With QuoteEdit or Delete MessageReport This Post
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Here are some more

  • B52 AI is acting like fighter on attack run.
  • Ground units AI has problem turning in rank formation. If the turn is to big, units stop.
  • AI can react to the IR missile as it was RF.
  • A10 CCRP radar beam is able to track locked target in any a/c attitude.
  • F15 radar antena can be slewed in horizontal
  • F15 radar antena has too big vertical movement (it can point more than -/+90deg in vertical)
  • Maverick and Antiradar missiles have huge problem tracking moving target
  • Lethality of gun on the a/c is way to low compared to its effect on the ground units (ie: it takes more ammo (confirmed hit) to destroy a/c than armored vehicle on the ground)
  • Lethality of bombs is too low. As it is, it is impossible to damage your a/c w/ bombs except Mk84. I already send frag patterns to one of the beta testers when it was worked on 1.02 however looks like it was not high enough.
  • FF on MS FF2 does not work properly (no effects except centering force) when FF is enabled in proper .cfg file.
  • For MP missions, even if you select 'client' for 2nd flight (not wing) in same flight group when creating mission, it does not show as an open seat while in MP.
 
Posts: 6 | Registered: Sat July 13 2002Reply With QuoteEdit or Delete MessageReport This Post
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