Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

ERA failing to detonate with advanced vehicle damage. #10315

Open
realchud opened this issue Sep 13, 2024 · 8 comments
Open

ERA failing to detonate with advanced vehicle damage. #10315

realchud opened this issue Sep 13, 2024 · 8 comments
Labels

Comments

@realchud
Copy link

Mods:
Only CBA and ACE

Description:
With the advanced vehicle damage setting turned on, ERA on all tanks fails to detonate, no matter what it is hit with.
With the setting turned off, ERA detonates as it should.

Steps to reproduce:

  1. Turn on advanced vehicle damage.
  2. Spawn tank with ERA panels
  3. Shoot an RPG at said ERA panels
  4. Observe effects

Expected behavior:
The ERA is supposed to explode.

Where did the issue occur?
Singleplayer Editor.

Log Files:

Additional context:
None

Screenshots:
image

@realchud
Copy link
Author

image
RHS vehicles appear to have their ERA working fine however.

@johnb432
Copy link
Contributor

Can you try with the current master branch? Either by building it yourself or using https://steamcommunity.com/sharedfiles/filedetails/?id=1882627645.
The reason why I'm asking is because I'm fairly certain this has already been fixed in master.

@realchud
Copy link
Author

Will it save all my ACE settings? Or can I just import the old settings and it will work.
Anyways, I'll try it and report back.

@johnb432
Copy link
Contributor

Will it save all my ACE settings? Or can I just import the old settings and it will work. Anyways, I'll try it and report back.

The values of the settings you have set won't be affected by mod version changes.

@realchud
Copy link
Author

Still not working
I'm pretty sure the only vehicles that got fixed semi recently were the RHS vehicles
Vanilla vehicles are still broked

@johnb432
Copy link
Contributor

I'm pretty sure the only vehicles that got fixed semi recently were the RHS vehicles

#10168 (and #10169 to a degree) - it was broken for all vehicles that didn't use lowercase hitpoint names. RHS vehicles had their ERA updated to include ones that RHS added at some point.

Vanilla vehicles are still broked

Works just fine for me. I tested it on the exact same panel as you shot at and that one and the one to the right of it were both destroyed.

Can you upload your RPT log of the test mission that you do with Anrop ACE3 Master and send the Advanced Vehicle Damage CBA settings? You need to also give the weapon, magazine and vehicle you are using to test, so I can properly try to replicate said behaviour.

@SnagleTooth
Copy link

SnagleTooth commented Sep 24, 2024

RHS AP rounds don't trigger ERA like they are supposed to. Vanilla AP rounds seem to work fine.

(vid of M829A1 AP round from a RHS M1A1 failing to trigger the ERA on a T-90SM)
https://github.com/user-attachments/assets/f2277ec0-bdb2-40cb-a1e8-6f38cdb41505

@johnb432
Copy link
Contributor

johnb432 commented Sep 26, 2024

It seems the RHS M829 rounds act in a manner not properly compatible with advanced vehicle damage.

The AP rounds have two components: The projectile fired out of the cannon and the penetrator, which is spawned as a submunition when the parent hits something.

  1. It seems the parent does more damage than the penetrator (which to me seems odd, but maybe it's my test setup).
  2. They both hit the same hitpoint and at the same time, which AVD doesn't allow.

I'm not sure what to do tbh.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Projects
None yet
Development

No branches or pull requests

3 participants