Load mission file attached to this report. It contains a bluefor AI unit (named SHOOTER) with an automatic rifle. He is set to target a opfor ai unit (named TARGET). The player is a bluefor unit. SHOOTER is placed some distance away from TARGET. Soon SHOOTER will begin to fire upon TARGET.
To see the problem where SHOOTER is unable to compensate for recoil, stand within 100 meters of SHOOTER. Within that range, only the first or second shot in each burst is ever accurate. If you then move farther away than 100 meters from SHOOTER, you will see that SHOOTER is then able to correctly compensate for recoil. Beyond 100 meters, any shot within the burst may be accurate. You will also notice that SHOOTER's rate of fire dramatically reduces. ( believe the drop in rate of fire is an intentional feature, but I must point out that it sounds very bad, especially in conjunction with the following issue).
To see the problem where the shot (time) cadence, listen to the timing of SHOOTER's shots. Or alternatively, see the cadence printout I included, which is visible at the bottom of the text seen when looking toward TARGET. The problem is apparent in the spacing (in time) between the first two shots in a burst. That spacing is usually MUCH shorter than the spacing (in time) between subsequent shots in a burst.
SHOOTER's aimingaccuracy is 1. If you change the his aimingaccuracy to a value less than 1, you will see that the problem still remains, although because the burst as a whole is aimed less accurately, it means that, by chance alignment of the whole burst, a unit with a lower aimingaccuracy might accidentally land more shots on target than a unit with higher aimingaccuracy.