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AI tank gunner fires (under player command only?) first shot too early and thus always misses first shot
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Description

Observed:
This is not as easy to notice in native A3, as an AI tank gunner under player command only fires on fire order/command fire.
However with mods that set autoFire=1 in the ammo for the main gun to make the AI gunner engage with the main gun by himself its very self evident and frustrating.

Expected:
AI should only fire the first shoot when on target.

Note: This doesnt not mean AI needs to hit always (based on circumstances, weapon dispersion and AI dispersion, AI skill, etc). However always missing the first shoot is not acceptable. Especially if you have WW2 tanks with slow reload times (15-25s).

Details

Severity
None
Resolution
Open
Reproducibility
N/A
Operating System
Windows 7
Category
AI Issues
Steps To Reproduce
  1. Load the following VR mission via 2d editor/Eden:
  2. Start mission
  3. Switch to driver
  4. Drive circles
  5. Notices how the AI gunner usually missed the first shot, while following ones have almost 100% hit rate
  6. To make the AI target another tank, you need to make hard turns/turn towards another tank

Note: The chat notes when the AI fires and when it hits. So its a miss when its only one message about firing but none about hit.

Additional Information

Can provide demo mission and repro with IFA3 where the issue is far more obvious.

Event Timeline

kju-PvPscene edited Steps To Reproduce. (Show Details)
Dscha added a subscriber: Dscha.Jul 22 2020, 6:07 PM
kju-PvPscene updated the task description. (Show Details)Jul 22 2020, 6:24 PM

reyhard

it can be partially solved by adding weaponLockDelay. @kuloodporny was testing it on PSZ mod

kuloodporny

just beware AI will not fire automatic weapons from vehicles if they have weaponLockDelay, so use it either for main guns or infantry weapons.

kju

brief heads-up on weaponLockDelay >= 1 use for tank main gun - as result the AI gunner under player command no longer engages by himself (when using autoFire = 1 for the weapon)

in other words while the AI no longer fires early and hits better with the first shoot under player command, as downside its back to required fire order for each shoot instead of "open fire/fire at will"

so somewhat of a workaround/alternative fix would be to make AI still fire by itself with autoFire=1 + weaponLockDelay>=1

would not help with infantry or rapid fire ammo though