Air target visibility depends on viewDistance while lock opportunity depends on objectViewDistance. As result if objectViewDistance < viewDistance you can spot air target but you cannot lock it even target is in lock range of your launcher.
Description
Details
- Severity
- Minor
- Resolution
- Open
- Reproducibility
- Always
- Operating System
- Windows 10 x64
- Category
- Engine
- Set objectViewDistance and viewDistance with step of 1-2km.
- Place B_soldier_AA_F on the ground and any OPFOR helicopter at the distance between of objectViewDistance and viewDistance from soldier.
- Start mission, try to lock helicopter
- Change objectViewDistance to distance value till helicopter and try to lock again.
Video:
https://youtu.be/Wu-uhgI6vUY
Event Timeline
This was supposed to be fixed already!
The bug was so famous that it was featured at Dslyecxi's Youtube channel!
It looks like only Ammo sensors are affected, but all of them. For that i tested modified NLAW in which i changed visual sensor to radar sensor.
But if sensor is a part of a vehicle no problems accured. Such type of sensor can also support other sensors of vehicle. To test this i used Gepard AA. With radar disabled it's titan missiles are affected by that bug. But if you enable vehicle radar, it now will lock target with it's sensor until you disable radar after which titan will track target for a 1-2 seconds while target's "track" is still in radar memory. As soon as "track" disappears Titan missile looses it's lock.
How can you see helicopter when object view distance is less than distance to helicopter?
Answering your question, KK. You can see airbourne targets in viewDistance while they in air, only when they land they start to obey objectViewDistance.
Also i would add to my NLAW test. I also changed other parametrs to be able to lock onto helicopters and planes in both visual sensor test and radar sensor test.
Additionally vanilla Titan AA MANPAD affected to this bug without any modifications. Planes affected if stripped of any sensor that can "datalink" to missile.
In conclusion most cases where this bug severly affects my community are in MANPADS use, both vanilla and modded.
Additionally tested laser weapons with setup written below. I will point out that i for now can't check test below on moving target.
AH-9 with DAGR and Scalpel + pilot with NATO Terminal under player control 1000m to Marshal sideways engine off. Remote Designator same side as AH-9 from Marshall but only 200m away from it. Result - While laser pointer in ObjectViewDistance missile can lock onto target, after distance to laser pointer become > ObjectViewDistance (by moving helicopter backwards) target is still locked, it looks like because of "track" in vehicle memory, after track timer expires lock is lost indicated by fully expanded and doted lock diamond, which eventually disappears. Interestingly if i will not move helicopter and only change ObjectviewDistance in video settings "track" part could continue for more than 10-15 seconds, don't know why.
Setting both objectDistanceLimitCoef and viewDistanceLimitCoef to -1 eliminated the issue me. AI combat performance with missiles also improved a lot.
Those distance limits on sensors penalizes players based on their distance settings.
Can't agree. In our community mod pack we already have -1 on both of those settings for RHS Igla and it's still doesn't work.
Ticket is mostly about this. "M_Titan_AA" has:
objectDistanceLimitCoef = -1;
As result it mustn't be any influence of objectViewDistance on lock opportunity for MANPADS but as you can see on ticket's video rocket couldn't lock on target which was out of objectViewDistance.
At the same time "B_APC_Tracked_01_AA_F" which has
objectDistanceLimitCoef = -1;
can lock on air targets out of objectViewDistance with enabled radar. I can conclude that objectDistanceLimitCoef works fine for ammunition which use vehicle's sensors and don't work in case of using it's own sensors.
@BIS_fnc_KK if you need, i can add some videos of tests with locking opportunities.
Recently it's been showed to me that i probably made a false conclusion in my statement that it is ammo who is fault in this situation and in actuality it is a firing weapon. Which is supported by a fact that missile with IR sensor after firing from a vehicle would, as expected, fly to target even beyond objectViewDistance. I would make i wild guess that the problem lies in that the ammo config does not read fully and engine assumes defaults for objectViewDistance and viewDistance overrides.