When firing the Hunter/Ifrit GMG weapon the shot lands very far short of its zeroed range. It is most noticeable at ranges that are set higher than 300m and gets quite extreme as you set the zero range further. {F19036}
Description
Details
- Legacy ID
- 3241885648
- Severity
- Minor
- Resolution
- Open
- Reproducibility
- Always
- Category
- Game Physics
Enter map editor.
Place a controllable unit, an empty Ifrit GMG and an empty Hunter GMG at the airport.
Get in either vehicle and fire some rounds at different zero ranges.
Event Timeline
This is true and found out in the vehicle showcase. Since NO one found this out before now I think it's supposed to be like this. They need to fix/change this, have to calculate myself which is quite annoying.
Added quick repro mission with quick and dirty EH script to report range to impact (partly stolen from http://forums.bistudio.com/showthread.php?151864-How-to-identify-where-a-bullet-lands&p=2358548&viewfull=1#post2358548).
Please note the range reported is to point of explosion (not same as impact when grenade bounces/ricochets), the script also occasionally stuffs up and reports distance to [0,0,0], and the marker sphere is in the wrong spot when the grenade travels over the ocean...
Also apparent is issue #0001246 when using 1500m zeroing.
Average point of impact seem be about 5-10% short at most zeroed ranges.
This issue was processed by our team and will be looked into. We thank you for your feedback.
Please keep the issue monitored to see when it is fixed.
This is also confirmed with the Panther. My guess is this is happening with all the vehicles with a grenade launcher.
Rounds fail to detonate in a timely manner or not at all.
Repo: Create a Hunter GMG in editor at the airstrip. Fire on the surrounding terrain. Rounds bounce or fail to explode. Some rounds bounce and explode >100m from point of aim.
The more oblique the terrain to the path of the round the increased chance this will occur.
Dev 1.03.111.011